Magic_Game/Easy2D/Action/EActionFrames.cpp

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#include "..\eactions.h"
#include "..\Win\winbase.h"
e2d::EActionFrames::EActionFrames() :
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m_nFrameIndex(0)
{
// ֡<><D6A1><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC> .5s ˢ<><CBA2>һ<EFBFBD><D2BB>
setInterval(500);
}
e2d::EActionFrames::EActionFrames(LONGLONG frameDelay) :
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m_nFrameIndex(0)
{
setInterval(frameDelay);
}
e2d::EActionFrames::~EActionFrames()
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{
for (auto frame : m_vFrames)
{
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SafeRelease(&frame);
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}
}
void e2d::EActionFrames::_init()
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{
EAction::_init();
// <20><>¼<EFBFBD><C2BC>ǰʱ<C7B0><CAB1>
m_nLast = GetNow();
}
void e2d::EActionFrames::_callOn()
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{
// <20>ж<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
while (GetInterval(m_nLast) > m_nAnimationInterval)
{
// <20><><EFBFBD>¼<EFBFBD>¼ʱ<C2BC><CAB1>
m_nLast += milliseconds(m_nAnimationInterval);
//m_pTarget->setImage(m_vFrames[m_nFrameIndex]);
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m_nFrameIndex++;
// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
if (m_nFrameIndex == m_vFrames.size())
{
this->stop();
break;
}
}
}
void e2d::EActionFrames::_reset()
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{
EAction::_reset();
m_nFrameIndex = 0;
// <20><>¼<EFBFBD><C2BC>ǰʱ<C7B0><CAB1>
m_nLast = steady_clock::now();
}
void e2d::EActionFrames::addFrame(ESpriteFrame * frame)
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{
if (frame)
{
m_vFrames.push_back(frame);
frame->retain();
}
}
e2d::EActionFrames * e2d::EActionFrames::clone() const
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{
auto a = new EActionFrames(this->m_nAnimationInterval);
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for (auto f : m_vFrames)
{
a->addFrame(f);
}
return a;
}
e2d::EActionFrames * e2d::EActionFrames::reverse() const
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{
auto a = this->clone();
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a->m_vFrames.reserve(m_vFrames.size());
return a;
}