Magic_Game/src/core/Animation.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Animation.h"
#include "Frames.h"
#include "Image.h"
#include "Sprite.h"
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namespace easy2d
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{
Animation::Animation()
: frame_index_(0)
, frames_(nullptr)
{
}
Animation::Animation(SpFrames const& animation)
: frame_index_(0)
, frames_(nullptr)
{
this->SetAnimation(animation);
}
Animation::~Animation()
{
}
SpFrames Animation::GetAnimation() const
{
return frames_;
}
void Animation::SetAnimation(SpFrames const& animation)
{
if (animation && animation != frames_)
{
frames_ = animation;
frame_index_ = 0;
}
}
void Animation::Init(Node* target)
{
Action::Init(target);
auto sprite_target = dynamic_cast<Sprite*>(target);
if (sprite_target && frames_)
{
sprite_target->Load(frames_->GetFrames()[frame_index_]);
++frame_index_;
}
}
void Animation::Update(Node* target, Duration const& dt)
{
Action::Update(target, dt);
if (!frames_)
{
this->Stop();
return;
}
delta_ += dt;
while (delta_ >= frames_->GetInterval())
{
auto& frames = frames_->GetFrames();
auto sprite_target = dynamic_cast<Sprite*>(target);
if (sprite_target)
{
sprite_target->Load(frames[frame_index_]);
}
delta_ -= frames_->GetInterval();
++frame_index_;
if (frame_index_ == frames.size())
{
this->Stop();
break;
}
}
}
void Animation::Reset()
{
Action::Reset();
frame_index_ = 0;
}
SpAction Animation::Clone() const
{
if (frames_)
{
return new (std::nothrow) Animation(frames_);
}
return nullptr;
}
SpAction Animation::Reverse() const
{
if (frames_)
{
auto animation = frames_->Reverse();
if (animation)
{
return new (std::nothrow) Animation(animation);
}
}
return nullptr;
}
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}