Magic_Game/Easy2D/Action/EAnimation.cpp

94 lines
1.6 KiB
C++

#include "..\eactions.h"
#include "..\Win\winbase.h"
#include <typeinfo>
e2d::EAnimation::EAnimation() :
m_nFrameIndex(0)
{
// 帧动画默认 0.1s 刷新一次
setInterval(100);
}
e2d::EAnimation::EAnimation(LONGLONG frameDelay) :
m_nFrameIndex(0)
{
setInterval(frameDelay);
}
e2d::EAnimation::~EAnimation()
{
for (auto frame : m_vFrames)
{
SafeRelease(&frame);
}
}
void e2d::EAnimation::_init()
{
// 判断执行帧动画的目标类型是否是 ESprite
ASSERT(
typeid(ESprite) == typeid(*m_pTarget),
"Only ESprite can use EAnimation!"
);
EAction::_init();
// 记录当前时间
m_tLast = GetNow();
}
void e2d::EAnimation::_callOn()
{
if (m_pTarget == nullptr)
{
this->stop();
return;
}
// 判断时间间隔是否足够
while (GetInterval(m_tLast) > m_nAnimationInterval)
{
// 重新记录时间
m_tLast += milliseconds(m_nAnimationInterval);
reinterpret_cast<ESprite*>(m_pTarget)->loadFromSpriteFrame(m_vFrames[m_nFrameIndex]);
m_nFrameIndex++;
// 判断动作是否结束
if (m_nFrameIndex == m_vFrames.size())
{
this->stop();
break;
}
}
}
void e2d::EAnimation::_reset()
{
EAction::_reset();
m_nFrameIndex = 0;
// 记录当前时间
m_tLast = steady_clock::now();
}
void e2d::EAnimation::addFrame(ESpriteFrame * frame)
{
if (frame)
{
m_vFrames.push_back(frame);
frame->retain();
}
}
e2d::EAnimation * e2d::EAnimation::clone() const
{
auto a = new EAnimation(this->m_nAnimationInterval);
for (auto f : m_vFrames)
{
a->addFrame(f);
}
return a;
}
e2d::EAnimation * e2d::EAnimation::reverse() const
{
auto a = this->clone();
a->m_vFrames.reserve(m_vFrames.size());
return a;
}