Animation
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@@ -12,8 +12,12 @@ void RenderObject::render() {
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polygon->render( *renderer );
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if ( texture != NULL ) {
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SDL_Rect *src = NULL;
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if ( !entireTexture() )
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src = &src_rect;
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if ( animation.empty() ) {
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if ( !entireTexture() )
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src = &src_rect;
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} else {
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src = &animation[animation_index];
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}
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SDL_RenderCopy( renderer->getRendererPtr(),
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texture->getTexturePtr(), src, &rect );
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}
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@@ -55,7 +59,7 @@ RenderObject::getCollisions() const {
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return collisions;
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}
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void RenderObject::setTexture( const std::shared_ptr< Texture > &t,
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SDL_Rect source_rect ) {
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const SDL_Rect &source_rect ) {
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texture = t;
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src_rect = source_rect;
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}
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@@ -65,7 +69,7 @@ void RenderObject::setTexture( const std::shared_ptr< Texture > &t,
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setTexture( t, { source_x, source_y, source_width, source_height } );
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}
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void RenderObject::setTexture( const std::string &img_path,
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SDL_Rect source_rect ) {
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const SDL_Rect &source_rect ) {
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texture = std::make_shared< Texture >( renderer, img_path );
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src_rect = source_rect;
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}
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@@ -133,6 +137,18 @@ bool RenderObject::getKilled() {
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void RenderObject::setColiderColor( const std::string &color ) {
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colider_color = getColorsHEX( color );
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}
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void RenderObject::animate( int ticks ) {
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if ( animating && !animation.empty() ) {
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animation_next_frame -= ticks;
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if ( animation_next_frame <= 0 ) {
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animation_index = ( animation_index + 1 ) % animation.size();
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animation_next_frame =
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( 1000 / animation_fps ) + animation_next_frame;
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}
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}
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}
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void RenderObject::move( int ticks ) {
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if ( permanent )
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return;
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@@ -189,10 +205,33 @@ void RenderObject::copyTo( std::shared_ptr< RenderObject > other ) {
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void RenderObject::setTextureAlpha( uint8_t alpha ) {
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texture->setAlpha( alpha );
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}
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void RenderObject::setTextureSourceRect( SDL_Rect source_rect ) {
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void RenderObject::setTextureSourceRect( const SDL_Rect &source_rect ) {
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src_rect = source_rect;
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}
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void RenderObject::setTextureSourceRect( int x, int y, int w, int h ) {
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setTextureSourceRect( { x, y, w, h } );
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}
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void RenderObject::setAnimationFrames( const std::vector< SDL_Rect > &frames ) {
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animation = frames;
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}
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void RenderObject::addAnimationFrame( const SDL_Rect &frame ) {
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animation.push_back( frame );
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}
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void RenderObject::addAnimationFrame( const int x, const int y, const int w,
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const int h ) {
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addAnimationFrame( { x, y, w, h } );
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}
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void RenderObject::pauseAnimation() {
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animating = false;
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}
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void RenderObject::resumeAnimation() {
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animating = true;
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}
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void RenderObject::removeAnimation() {
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animation.clear();
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}
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void RenderObject::setAnimationSpeed( const int fps ) {
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animation_fps = fps;
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animation_next_frame = 1000 / fps;
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}
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} // namespace SDLPP
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