Magic_Game/core/actions/Animate.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.
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#include "..\e2daction.h"
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#include "..\e2dobject.h"
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namespace easy2d
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{
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Animate::Animate()
: frame_index_(0)
, animation_(nullptr)
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{
}
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Animate::Animate(Animation * animation)
: frame_index_(0)
, animation_(nullptr)
{
this->SetAnimation(animation);
}
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Animate::~Animate()
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{
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SafeRelease(animation_);
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}
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Animation * Animate::GetAnimation() const
{
return animation_;
}
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void Animate::SetAnimation(Animation * animation)
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{
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if (animation && animation != animation_)
{
if (animation_)
{
animation_->Release();
}
animation_ = animation;
animation_->Retain();
frame_index_ = 0;
}
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}
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void Animate::Init()
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{
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Action::Init();
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auto target = dynamic_cast<Sprite*>(target_);
if (target && animation_)
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{
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target->Load(animation_->GetFrames()[frame_index_]);
++frame_index_;
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}
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}
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void Animate::Update()
{
Action::Update();
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if (!animation_)
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{
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this->Stop();
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return;
}
while ((Time::Now() - started_).Seconds() >= animation_->GetInterval())
{
auto& frames = animation_->GetFrames();
auto target = dynamic_cast<Sprite*>(target_);
if (target)
{
target->Load(frames[frame_index_]);
}
started_ += Duration::Second * animation_->GetInterval();
++frame_index_;
if (frame_index_ == frames.size())
{
this->Stop();
break;
}
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}
}
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void Animate::ResetTime()
{
Action::ResetTime();
}
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void Animate::Reset()
{
Action::Reset();
frame_index_ = 0;
}
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Animate * Animate::Clone() const
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{
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if (animation_)
{
return new Animate(animation_);
}
return nullptr;
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}
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Animate * Animate::Reverse() const
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{
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if (animation_)
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{
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auto animation = animation_->Reverse();
if (animation)
{
return new Animate(animation);
}
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}
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return nullptr;
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}
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}