Termination::abort("Error: If there are more than one action, they need names!", "");
lispreader.read_int("x-offset", action->x_offset);
lispreader.read_int("y-offset", action->y_offset);
+ lispreader.read_int("z-order", action->z_order);
lispreader.read_float("fps", action->fps);
std::vector<std::string> images;
{
act->x_offset = 0;
act->y_offset = 0;
+ act->z_order = 0;
act->fps = 10;
start_animation(-1);
<< "/" << get_action_name() << std::endl;
else
context.draw_surface(action->surfaces[(int)frame],
- pos - Vector(action->x_offset, action->y_offset), layer, drawing_effect);
+ pos - Vector(action->x_offset, action->y_offset), layer + action->z_order,
+ drawing_effect);
}
-#if 0
void
-Sprite::draw_part(float sx, float sy, float x, float y, float w, float h)
+Sprite::draw_part(DrawingContext& context, const Vector& source, const Vector& size,
+ const Vector& pos, int layer, Uint32 drawing_effect)
{
- time = SDL_GetTicks();
- unsigned int frame = get_current_frame();
+ update();
- if (frame < surfaces.size())
- surfaces[frame]->draw_part(sx, sy, x - x_offset, y - y_offset, w, h);
+ if((int)frame >= get_frames() || (int)frame < 0)
+ std::cerr << "Warning: frame out of range: " << (int)frame
+ << "/" << get_frames() << " at sprite: " << get_name()
+ << "/" << get_action_name() << std::endl;
+ else
+ context.draw_surface_part(action->surfaces[(int)frame], source, size,
+ pos - Vector(action->x_offset, action->y_offset), layer + action->z_order,
+ drawing_effect);
}
-#endif
int
Sprite::get_width()
{
std::string name;
+ /** Position correction */
int x_offset;
int y_offset;
+ /** Drawing priority in queue */
+ int z_order;
/** Frames per second */
float fps;
void draw(DrawingContext& context, const Vector& pos, int layer,
Uint32 drawing_effect = NONE_EFFECT);
+ void draw_part(DrawingContext& context, const Vector& source,
+ const Vector& size, const Vector& pos, int layer,
+ Uint32 drawing_effect = NONE_EFFECT);
+
/** Set action (or state) */
void set_action(std::string act);