/** Frames per second */
float fps;
- /** Number of seconds that a frame is displayed until it is switched
- to the next frame */
- float frame_delay;
-
std::vector<Surface*> surfaces;
};
Sprite(lisp_object_t* cur);
~Sprite();
- void reset();
-
- /** Update the sprite and process to the next frame */
- void update(float delta);
+ /** Draw sprite, automatically calculates next frame */
void draw(DrawingContext& context, const Vector& pos, int layer,
Uint32 drawing_effect = NONE_EFFECT);
- int get_current_frame() const;
/** Set action (or state) */
- void set_action(std::string& act);
+ void set_action(std::string act);
+
+ /* Start an animation
+ -1 - for infinite
+ 0 - stopped
+ 1,2,3 - one, two, three times... */
+ void start_animation(int loops);
+ /** Check if animation is stopped or not */
+ bool check_animation();
+ /** Reverse the animation */
+ void reverse_animation();
float get_fps()
- {
- return action->fps;
- } ;
+ { return action->fps; }
+ /** Get current action total frames */
int get_frames()
- {
- return action->surfaces.size();
- } ;
-
+ { return action->surfaces.size(); }
+ /** Get sprite's name */
std::string get_name() const
- {
- return name;
- }
- int get_width() const;
- int get_height() const;
-
+ { return name; }
+ /** Get current action name */
+ std::string get_action_name() const
+ { return action->name; }
+ int get_width();
+ int get_height();
+
+ /** Get current frame */
+ int get_frame()
+ { return (int)frame; }
+ /** Set current frame */
+ void set_frame(int frame_)
+ { frame = frame_; }
Surface* get_frame(unsigned int frame)
{
if(frame < action->surfaces.size())
void init_defaults(Action* act);
void parse_action(LispReader& lispreader);
+ void update();
+ void reset();
+
std::string name;
- float time;
+ float frame;
+ int animation_loops;
+ bool animation_reversed;
+ float last_tick;
typedef std::map <std::string, Action*> Actions;
Actions actions;