act->y_hotspot = 0;
act->fps = 10;
- animation_loops = -1;
- last_tick = 0;
+ start_animation(-1);
}
void
{
frame = 0;
last_tick = SDL_GetTicks();
-animation_reversed = false;
+animation_reversed = true;
}
bool
if(animation_loops == 0)
return;
-float inc_frame = (action->fps/1000) * (SDL_GetTicks() - last_tick);
+float frame_inc = (action->fps/1000.0) * (SDL_GetTicks() - last_tick);
if(animation_reversed)
- frame -= inc_frame;
+ frame -= frame_inc;
else
- frame += inc_frame;
+ frame += frame_inc;
last_tick = SDL_GetTicks();
-if(!animation_reversed)
+if(animation_reversed)
{
- if((unsigned int)frame >= action->surfaces.size())
- {
- frame = 0;
+ float excedent = frame - 0;
+ if(excedent < 0 || excedent >= get_frames())
+ { // last case can happen when not used reverse_animation()
+ frame = get_frames() - 1;
if(animation_loops > 0)
animation_loops--;
+
+ if(fabsf(excedent) < get_frames())
+ frame += excedent;
}
}
else
{
- if((unsigned int)frame < 0)
+ float excedent = frame - action->surfaces.size();
+ if(excedent >= 0)
{
- frame = get_frames()-1;
+ frame = 0;
if(animation_loops > 0)
animation_loops--;
+
+ if(excedent < get_frames())
+ frame += excedent;
}
}
}
{
update();
- if((int)frame >= get_frames())
- std::cerr << "Warning: frame higher than total frames!\n";
+ if((int)frame >= get_frames() || (int)frame < 0)
+ std::cerr << "Warning: frame out of range: " << (int)frame
+ << "/" << get_frames() << " at sprite: " << get_name()
+ << "/" << get_action_name() << std::endl;
else
context.draw_surface(action->surfaces[(int)frame],
pos - Vector(action->x_hotspot, action->y_hotspot), layer, drawing_effect);