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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 12:33:43 +00:00
SDL_Minigame/include/SpriteComponent.h

95 lines
1.9 KiB
C++

#pragma once
#include "Components.h"
#include "SDL.h"
#include "TextureManager.h"
#include "AnimationHandler.h"
#include "Defines.h"
#include <map>
class SpriteComponent : public Component
{
public:
int animationIndex = 0;
std::map<AnimationType, Animation*> animations;
private:
TransformComponent* transform;
SDL_Texture* texture;
SDL_Rect srcRect, destRect;
bool animated = false;
int frames = 0;
int speed = 100;
public:
SpriteComponent() = default;
SpriteComponent(const char* path)
{
setTexture(path);
}
SpriteComponent(const char* path, bool isAnimated)
{
animated = isAnimated;
Animation* idle = new Animation((int)AnimationType::IDLE, 2, 200);
Animation* walk = new Animation((int)AnimationType::WALK, 2, 200);
animations.emplace(IDLE, idle);
animations.emplace(WALK, walk);
play(IDLE);
setTexture(path);
}
~SpriteComponent()
{
SDL_DestroyTexture(this->texture);
}
void setTexture(const char* path)
{
this->texture = TextureManager::get().loadTexture(path);
}
void init() override
{
this->transform = &entity->getComponent<TransformComponent>();
this->srcRect.x = this->srcRect.y = 0;
this->srcRect.w = transform->width;
this->srcRect.h = transform->height;
}
void update() override
{
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 draw() override
{
TextureManager::get().draw(this->texture, this->srcRect, this->destRect);
}
void play(AnimationType type)
{
animationIndex = animations.at(type)->index;
frames = animations.at(type)->frames;
speed = animations.at(type)->speed;
}
};