}
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(animation_loops > 0)
{
animation_loops--;
- if(animation_loops == 0)
+ if(animation_loops == 0 && !next_action.empty())
{
set_action(next_action);
start_animation(-1);
if(animation_loops > 0)
{
animation_loops--;
- if(animation_loops == 0)
+ if(animation_loops == 0 && !next_action.empty())
{
set_action(next_action);
start_animation(-1);
0 - stopped
1,2,3 - one, two, three times... */
void start_animation(int loops);
+ /* Stop animation */
+ void stop_animation()
+ { start_animation(0); }
/** Check if animation is stopped or not */
bool check_animation();
/** Reverse the animation */
- void reverse_animation();
+ void reverse_animation(bool reverse);
float get_fps()
{ return action->fps; }