Mercurial > projects > myrrdin
comparison src/animatedsprite.d @ 4:292df259cc85
view + sprite consumers, animated sprite working
author | fred@reichbier.de |
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date | Fri, 18 Jul 2008 16:12:41 +0200 |
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3:a9af6ec19195 | 4:292df259cc85 |
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1 module animatedsprite; | |
2 | |
3 import dsfml.window.all; | |
4 import dsfml.system.all; | |
5 import dsfml.graphics.all; | |
6 | |
7 class Frame { | |
8 Image image; | |
9 int length; // length in frames | |
10 | |
11 this(Image image, int length) { | |
12 this.image = image; | |
13 this.length = length; | |
14 } | |
15 } | |
16 | |
17 class Animation { | |
18 private Frame[] frames; | |
19 private int current_frame_idx; | |
20 private Frame current_frame; | |
21 private int frame_counter; | |
22 | |
23 this() { | |
24 | |
25 } | |
26 | |
27 void add_frame(Image image, int length) { | |
28 this.frames ~= new Frame(image, length); | |
29 } | |
30 | |
31 void play() { | |
32 this.current_frame = this.frames[0]; | |
33 this.current_frame_idx = 0; | |
34 } | |
35 | |
36 Image get_image() { | |
37 if(this.frame_counter >= this.current_frame.length) { | |
38 this.frame_counter = 0; | |
39 this.current_frame_idx++; | |
40 if (this.frames.length <= this.current_frame_idx) { | |
41 // animation stop | |
42 return null; | |
43 } | |
44 this.current_frame = this.frames[this.current_frame_idx]; | |
45 } | |
46 this.frame_counter++; | |
47 return this.current_frame.image; | |
48 } | |
49 } | |
50 | |
51 class AnimatedSprite : Sprite { | |
52 private Animation current_animation = null; | |
53 private bool is_loop = false; | |
54 | |
55 /* play an animation now. */ | |
56 void play_animation(Animation animation, bool loop=false) { | |
57 this.current_animation = animation; | |
58 this.is_loop = loop; | |
59 this.current_animation.play(); | |
60 } | |
61 | |
62 /* update everything. Perfect for an animated sprite */ | |
63 void update() { | |
64 if(this.current_animation) { | |
65 Image img = this.current_animation.get_image(); | |
66 if(img) { | |
67 this.setImage(img); | |
68 } | |
69 else if (this.is_loop) { | |
70 this.current_animation.play(); // is a loop, play again | |
71 } else { | |
72 this.current_animation = null; | |
73 } | |
74 } | |
75 } | |
76 } |