/** Frames per second */
float fps;
- int animation_loops;
-
std::vector<Surface*> surfaces;
};
/** Set action (or state) */
void set_action(std::string act);
- /* Handling animations */
+ /* 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; }
+ /** Get current action total frames */
int get_frames()
{ return action->surfaces.size(); }
+ /** Get sprite's name */
std::string get_name() const
{ return name; }
+ /** Get current action name */
+ std::string get_action_name() const
+ { return action->name; }
int get_width();
int get_height();
- int get_current_frame()
+ /** Get current frame */
+ int get_frame()
{ return (int)frame; }
+ /** Set current frame */
+ void set_frame(int frame_)
+ { if(frame_ > get_frames()) frame = 0; else frame = frame_; }
Surface* get_frame(unsigned int frame)
{
if(frame < action->surfaces.size())
std::string name;
float frame;
+ int animation_loops;
+ bool animation_reversed;
float last_tick;
typedef std::map <std::string, Action*> Actions;