mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
82 lines
1.8 KiB
C++
82 lines
1.8 KiB
C++
#include "SpriteComponent.h"
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#include <SDL_timer.h>
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#include "TextureManager.h"
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#include "Entity.h"
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#include "TransformComponent.h"
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SpriteComponent::SpriteComponent(const char* path)
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{
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setTexture(path);
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}
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SpriteComponent::SpriteComponent(const char* path, bool isAnimated)
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{
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animated = isAnimated;
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Animation* idle = new Animation((uint8_t)AnimationType::IDLE, 2, 200);
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Animation* walk = new Animation((uint8_t)AnimationType::WALK, 2, 200);
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animations.emplace(IDLE, idle);
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animations.emplace(WALK, walk);
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playAnimation(IDLE);
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setTexture(path);
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}
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SpriteComponent::~SpriteComponent()
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{
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// SDL_DestroyTexture(this->texture);
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}
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void SpriteComponent::setTexture(const char* path)
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{
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this->texture = TextureManager::get().loadTexture(path);
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}
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void SpriteComponent::init()
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{
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this->transform = &entity->getComponent<TransformComponent>();
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this->srcRect.x = this->srcRect.y = 0;
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this->srcRect.w = transform->width;
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this->srcRect.h = transform->height;
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}
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void SpriteComponent::update()
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{
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if (animated) {
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srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames);
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}
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srcRect.y = animationIndex * transform->height;
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this->destRect.x = this->transform->position.x;
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this->destRect.y = this->transform->position.y;
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this->destRect.w = transform->width * transform->scale;
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this->destRect.h = transform->height * transform->scale;
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}
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void SpriteComponent::draw()
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{
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TextureManager::get().draw(this->texture, this->srcRect, this->destRect, this->animated && this->flipped);
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}
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void SpriteComponent::playAnimation(AnimationType type)
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{
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this->animationIndex = animations.at(type)->index;
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this->frames = animations.at(type)->frames;
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this->speed = animations.at(type)->speed;
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}
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void SpriteComponent::setDirection(SpriteDirection direction)
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{
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if (direction == RIGHT) {
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this->flipped = true;
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return;
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}
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this->flipped = false;
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} |