AnimSpriteComponent.cpp 1.2 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849
  1. // ----------------------------------------------------------------
  2. // From Game Programming in C++ by Sanjay Madhav
  3. // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
  4. //
  5. // Released under the BSD License
  6. // See LICENSE in root directory for full details.
  7. // ----------------------------------------------------------------
  8. #include "AnimSpriteComponent.h"
  9. #include "Math.h"
  10. AnimSpriteComponent::AnimSpriteComponent(Actor* owner, int drawOrder)
  11. :SpriteComponent(owner, drawOrder)
  12. , mCurrFrame(0.0f)
  13. , mAnimFPS(24.0f)
  14. {
  15. }
  16. void AnimSpriteComponent::Update(float deltaTime)
  17. {
  18. SpriteComponent::Update(deltaTime);
  19. if (mAnimTextures.size() > 0)
  20. {
  21. // Update the current frame based on frame rate
  22. // and delta time
  23. mCurrFrame += mAnimFPS * deltaTime;
  24. // Wrap current frame if needed
  25. while (mCurrFrame >= mAnimTextures.size())
  26. {
  27. mCurrFrame -= mAnimTextures.size();
  28. }
  29. // Set the current texture
  30. SetTexture(mAnimTextures[static_cast<int>(mCurrFrame)]);
  31. }
  32. }
  33. void AnimSpriteComponent::SetAnimTextures(const std::vector<SDL_Texture*>& textures)
  34. {
  35. mAnimTextures = textures;
  36. if (mAnimTextures.size() > 0)
  37. {
  38. // Set the active texture to first frame
  39. mCurrFrame = 0.0f;
  40. SetTexture(mAnimTextures[0]);
  41. }
  42. }