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_reversed)
{
- float expedient = frame - 0;
- if(expedient < 0)
- {
- frame = get_frames()-1;
+ 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(expedient > -get_frames())
- frame -= expedient;
+ if(fabsf(excedent) < get_frames())
+ frame += excedent;
}
}
else
{
- float expedient = frame - action->surfaces.size();
- if(expedient >= 0)
+ float excedent = frame - action->surfaces.size();
+ if(excedent >= 0)
{
frame = 0;
if(animation_loops > 0)
animation_loops--;
- if(expedient < get_frames())
- frame += expedient;
+ if(excedent < get_frames())
+ frame += excedent;
}
}
}
update();
if((int)frame >= get_frames() || (int)frame < 0)
- std::cerr << "Warning: frame higher than total frames or lower than 0!\n";
+ std::cerr << "Warning: frame out of range: " << (int)frame
+ << "/" << get_frames() << std::endl;
else
context.draw_surface(action->surfaces[(int)frame],
pos - Vector(action->x_hotspot, action->y_hotspot), layer, drawing_effect);