Magic_Game/core/Action/Animation.cpp

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#include "..\eactions.h"
e2d::Animation::Animation()
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: m_nFrameIndex(0)
, m_fInterval(1)
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{
}
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e2d::Animation::Animation(double interval)
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: m_nFrameIndex(0)
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, m_fInterval(interval)
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{
}
e2d::Animation::Animation(std::initializer_list<Image*>& vImages)
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{
this->add(vImages);
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}
e2d::Animation::~Animation()
{
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for (auto frame : m_vFrames)
{
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SafeRelease(&frame);
}
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}
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void e2d::Animation::setInterval(double interval)
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{
m_fInterval = max(interval, 0);
}
void e2d::Animation::_init()
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{
Action::_init();
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}
void e2d::Animation::_update()
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{
Action::_update();
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if (m_pTarget == nullptr)
{
this->stop();
return;
}
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// <20>ж<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
while ((Time::getTotalTime() - m_fLast) >= m_fInterval)
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{
// <20><><EFBFBD>¼<EFBFBD>¼ʱ<C2BC><CAB1>
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m_fLast += m_fInterval;
// <20><><EFBFBD>عؼ<D8B9>֡
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static_cast<Sprite*>(m_pTarget)->open(m_vFrames[m_nFrameIndex]);
m_nFrameIndex++;
// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
if (m_nFrameIndex == m_vFrames.size())
{
this->stop();
break;
}
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}
}
void e2d::Animation::reset()
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{
Action::reset();
m_nFrameIndex = 0;
}
void e2d::Animation::add(Image * frame)
{
if (frame)
{
m_vFrames.push_back(frame);
frame->retain();
}
}
void e2d::Animation::add(std::initializer_list<Image*>& vImages)
{
for (const auto &image : vImages)
{
this->add(image);
}
}
e2d::Animation * e2d::Animation::clone() const
{
auto a = new Animation(m_fInterval);
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for (auto frame : m_vFrames)
{
a->add(frame);
}
return a;
}
e2d::Animation * e2d::Animation::reverse() const
{
auto a = this->clone();
a->m_vFrames.reserve(m_vFrames.size());
return a;
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}