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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 15:53:42 +00:00
SDL_Minigame/src/SpriteComponent.cpp
2024-01-26 23:51:44 +01:00

75 lines
1.7 KiB
C++

#include "SpriteComponent.h"
#include <SDL_timer.h>
#include "TextureManager.h"
#include "Entity.h"
#include "TransformComponent.h"
SpriteComponent::SpriteComponent(const char* path)
{
setTexture(path);
}
SpriteComponent::SpriteComponent(const char* path, bool isAnimated)
{
animated = isAnimated;
Animation* idle = new Animation((uint8_t)AnimationType::IDLE, 2, 200);
Animation* walkR = new Animation((uint8_t)AnimationType::WALK_R, 2, 200);
Animation* walkL = new Animation((uint8_t)AnimationType::WALK_L, 2, 200);
animations.emplace(IDLE, idle);
animations.emplace(WALK_R, walkR);
animations.emplace(WALK_L, walkL);
play(IDLE);
setTexture(path);
}
SpriteComponent::~SpriteComponent()
{
// SDL_DestroyTexture(this->texture);
}
void SpriteComponent::setTexture(const char* path)
{
this->texture = TextureManager::get().loadTexture(path);
}
void SpriteComponent::init()
{
this->transform = &entity->getComponent<TransformComponent>();
this->srcRect.x = this->srcRect.y = 0;
this->srcRect.w = transform->width;
this->srcRect.h = transform->height;
}
void SpriteComponent::update()
{
if (animated) {
srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames);
}
srcRect.y = animationIndex * transform->height;
this->destRect.x = this->transform->position.x;
this->destRect.y = this->transform->position.y;
this->destRect.w = transform->width * transform->scale;
this->destRect.h = transform->height * transform->scale;
}
void SpriteComponent::draw()
{
TextureManager::get().draw(this->texture, this->srcRect, this->destRect);
}
void SpriteComponent::play(AnimationType type)
{
this->animationIndex = animations.at(type)->index;
this->frames = animations.at(type)->frames;
this->speed = animations.at(type)->speed;
}