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multisprite.cpp
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multisprite.cpp
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#include <iostream>
#include <cmath>
#include "multisprite.h"
#include "gamedata.h"
unsigned MultiframeSprite::getPixel(Uint32 i, Uint32 j) const {
Uint32 x = static_cast<Uint32>(X());
Uint32 y = static_cast<Uint32>(Y());
x = i - x;
y = j - y;
Uint32 *pixels = static_cast<Uint32 *>(frames[currentFrame]->getSurface()->pixels);
return pixels[ ( y * frames[currentFrame]->getWidth() ) + x ];
}
void MultiframeSprite::advanceFrame(Uint32 ticks) {
float ms = 1000.0/frameInterval;
dt += ticks;
int df = dt / ms;
dt -= df * ms;
currentFrame = (currentFrame + df) % numberOfFrames;
}
/*
protected:
unsigned currentFrame;
unsigned numberOfFrames;
int frameHeight;
int frameWidth;
int worldWidth;
int worldHeight;
private:
const std::vector<Frame *> frames;
float dt;
unsigned frameInterval;
void advanceFrame(Uint32 ticks);
*/
MultiframeSprite::MultiframeSprite( const std::string& name,
const std::vector<Frame*> & fms, const float sc) :
Drawable(name,
Vector2f(Gamedata::getInstance()->getXmlInt(name+"X"),
Gamedata::getInstance()->getXmlInt(name+"Y")),
Vector2f(Gamedata::getInstance()->getXmlInt(name+"SpeedX"),
Gamedata::getInstance()->getXmlInt(name+"SpeedY")),
sc
),
currentFrame(0),
numberOfFrames( Gamedata::getInstance()->getXmlInt(name+"Frames") ),
frameHeight(fms[0]->getHeight()),
frameWidth(fms[0]->getWidth()),
worldWidth(Gamedata::getInstance()->getXmlInt("worldWidth")),
worldHeight(Gamedata::getInstance()->getXmlInt("worldHeight")),
frames(fms),
dt(0),
frameInterval( Gamedata::getInstance()->getXmlInt(name+"FrameInterval") )
{ }
MultiframeSprite::MultiframeSprite(const MultiframeSprite& s) :
Drawable(s.getName(), s.getPosition(), s.getVelocity(), s.getScale()),
currentFrame(s.currentFrame),
numberOfFrames( s.numberOfFrames ),
frameHeight(s.getFrame()->getHeight()),
frameWidth(s.getFrame()->getWidth()),
worldWidth(Gamedata::getInstance()->getXmlInt("worldWidth")),
worldHeight(Gamedata::getInstance()->getXmlInt("worldHeight")),
frames(s.frames),
dt(s.dt),
frameInterval( s.frameInterval )
{ }
void MultiframeSprite::draw() const {
Uint32 x = static_cast<Uint32>(X());
Uint32 y = static_cast<Uint32>(Y());
frames[currentFrame]->draw(x, y);
}
void MultiframeSprite::update(Uint32 ticks) {
advanceFrame(ticks);
Vector2f incr = getVelocity() * static_cast<float>(ticks) * 0.001;
setPosition(getPosition() + incr);
if ( Y() < 0) {
velocityY( abs( velocityY() ) );
}
if ( Y() > worldHeight-frameHeight) {
velocityY( -abs( velocityY() ) );
}
if ( X() < 0) {
velocityX( abs( velocityX() ) );
}
if ( X() > worldWidth-frameWidth) {
velocityX( -abs( velocityX() ) );
}
}