Magic_Game/core/Action/EAnimation.cpp

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#include "..\eactions.h"
#include "..\Win\winbase.h"
#include <typeinfo>
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e2d::EAnimation::EAnimation() :
m_nFrameIndex(0)
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{
// ֡<><D6A1><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC> 0.1s ˢ<><CBA2>һ<EFBFBD><D2BB>
setInterval(100);
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}
e2d::EAnimation::EAnimation(LONGLONG frameDelay) :
m_nFrameIndex(0)
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{
setInterval(frameDelay);
}
e2d::EAnimation::~EAnimation()
{
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for (auto frame = m_vFrames.begin(); frame != m_vFrames.end(); frame++)
{
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SafeRelease(&(*frame));
}
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}
void e2d::EAnimation::_init()
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{
EAction::_init();
}
void e2d::EAnimation::_update()
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{
EAction::_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>
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while (IsIntervalFull(m_tLast, m_nAnimationInterval))
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{
// <20><><EFBFBD>¼<EFBFBD>¼ʱ<C2BC><CAB1>
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m_tLast.QuadPart += m_nAnimationInterval.QuadPart;
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// <20><><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>֡
reinterpret_cast<ESprite*>(m_pTarget)->loadFrom(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::EAnimation::_reset()
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{
EAction::_reset();
m_nFrameIndex = 0;
}
void e2d::EAnimation::addFrame(ESpriteFrame * frame)
{
if (frame)
{
m_vFrames.push_back(frame);
frame->retain();
}
}
e2d::EAnimation * e2d::EAnimation::clone() const
{
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auto a = new EAnimation(ToMilliseconds(m_nAnimationInterval.QuadPart));
for (auto frame = m_vFrames.begin(); frame != m_vFrames.end(); frame++)
{
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a->addFrame((*frame));
}
return a;
}
e2d::EAnimation * e2d::EAnimation::reverse() const
{
auto a = this->clone();
a->m_vFrames.reserve(m_vFrames.size());
return a;
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}