name = lisp_string(data);
else if(token == "action")
parse_action(reader);
+ else
+ std::cerr << "Warning: Unknown sprite field: " << token << std::endl;
}
if(name.empty())
if(!lispreader.read_string("name", action->name))
if(!actions.empty())
Termination::abort("Error: If there are more than one action, they need names!", "");
- lispreader.read_int("x-hotspot", action->x_hotspot);
- lispreader.read_int("y-hotspot", action->y_hotspot);
+ lispreader.read_int("x-offset", action->x_offset);
+ lispreader.read_int("y-offset", action->y_offset);
lispreader.read_float("fps", action->fps);
std::vector<std::string> images;
void
Sprite::init_defaults(Action* act)
{
- act->x_hotspot = 0;
- act->y_hotspot = 0;
+ act->x_offset = 0;
+ act->y_offset = 0;
act->fps = 10;
start_animation(-1);
void
Sprite::set_action(std::string act)
{
+if(!next_action.empty() && animation_loops > 0)
+ {
+ next_action = act;
+ return;
+ }
Actions::iterator i = actions.find(act);
+if(i == actions.end())
+ {
+ std::cerr << "Warning: Action '" << act << "' not found on Sprite '" << name << "'\n";
+ return;
+ }
action = i->second;
}
void
Sprite::start_animation(int loops)
{
-animation_loops = loops;
reset();
+animation_loops = loops;
}
void
{
frame = 0;
last_tick = SDL_GetTicks();
-animation_reversed = true;
+animation_reversed = false;
+next_action.clear();
}
bool
}
void
-Sprite::reverse_animation()
+Sprite::reverse_animation(bool reverse)
{
-animation_reversed = !animation_reversed;
+animation_reversed = reverse;
if(animation_reversed)
frame = get_frames()-1;
return;
float frame_inc = (action->fps/1000.0) * (SDL_GetTicks() - last_tick);
+last_tick = SDL_GetTicks();
if(animation_reversed)
frame -= frame_inc;
else
frame += frame_inc;
-last_tick = SDL_GetTicks();
-
if(animation_reversed)
{
float excedent = frame - 0;
- if(excedent < 0 || excedent >= get_frames())
+ if((int)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(animation_loops == 0 && !next_action.empty())
+ {
+ set_action(next_action);
+ start_animation(-1);
+ }
+ }
if(fabsf(excedent) < get_frames())
frame += excedent;
else
{
float excedent = frame - action->surfaces.size();
- if(excedent >= 0)
+ if((int)excedent >= 0)
{
frame = 0;
if(animation_loops > 0)
+ {
animation_loops--;
+ if(animation_loops == 0 && !next_action.empty())
+ {
+ set_action(next_action);
+ start_animation(-1);
+ }
+ }
if(excedent < get_frames())
frame += excedent;
<< "/" << get_action_name() << std::endl;
else
context.draw_surface(action->surfaces[(int)frame],
- pos - Vector(action->x_hotspot, action->y_hotspot), layer, drawing_effect);
+ pos - Vector(action->x_offset, action->y_offset), layer, drawing_effect);
}
#if 0
unsigned int frame = get_current_frame();
if (frame < surfaces.size())
- surfaces[frame]->draw_part(sx, sy, x - x_hotspot, y - y_hotspot, w, h);
+ surfaces[frame]->draw_part(sx, sy, x - x_offset, y - y_offset, w, h);
}
#endif