Magic_Game/Easy2D/Action/Animation.cpp

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#include "..\easy2d.h"
Animation::Animation(float duration)
{
m_nDuration = 0;
m_nTotalDuration = UINT(duration * 1000);
}
Animation::~Animation()
{
}
bool Animation::_isEnd() const
{
return m_nDuration >= m_nTotalDuration;
}
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void Animation::_init()
{
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Action::_init();
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// <20><>¼<EFBFBD><C2BC>ǰʱ<C7B0><CAB1>
QueryPerformanceCounter(&m_nLast);
}
bool Animation::_isDelayEnough(LARGE_INTEGER nNow)
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{
// <20>ж<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
if (nNow.QuadPart - m_nLast.QuadPart > m_nAnimationInterval.QuadPart)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ķ<EFBFBD><C4B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD>¼ʱ<C2BC><CAB1>
m_nLast.QuadPart = nNow.QuadPart - (nNow.QuadPart % m_nAnimationInterval.QuadPart);
m_nDuration += m_nMilliSeconds;
return true;
}
return false;
}
void Animation::_reset()
{
Action::_reset();
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m_nDuration = 0;
// <20><><EFBFBD>¼<EFBFBD>¼<EFBFBD><C2BC>ǰʱ<C7B0><CAB1>
QueryPerformanceCounter(&m_nLast);
}