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multisprite.cpp
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61 lines (51 loc) · 1.75 KB
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#include "multisprite.h"
#include "gameData.h"
#include "imageFactory.h"
void MultiSprite::advanceFrame(Uint32 ticks) {
timeSinceLastFrame += ticks;
if (timeSinceLastFrame > frameInterval) {
currentFrame = (currentFrame+1) % numberOfFrames;
timeSinceLastFrame = 0;
}
}
MultiSprite::~MultiSprite() {
for (auto &image : images) {
delete image;
}
}
MultiSprite::MultiSprite( const std::string& name) :
Drawable(name,
Vector2f(Gamedata::getInstance().getXmlInt(name+"/startLoc/x"),
Gamedata::getInstance().getXmlInt(name+"/startLoc/y")),
Vector2f(Gamedata::getInstance().getXmlInt(name+"/speedX"),
Gamedata::getInstance().getXmlInt(name+"/speedY")),
Gamedata::getInstance().getXmlFloat(name+"/scale")
),
images( ImageFactory::getInstance().getImages(name) ),
currentFrame(0),
numberOfFrames( Gamedata::getInstance().getXmlInt(name+"/frames") ),
frameInterval( Gamedata::getInstance().getXmlInt(name+"/frameInterval")),
timeSinceLastFrame( 0 ),
worldWidth(Gamedata::getInstance().getXmlInt("world/width")),
worldHeight(Gamedata::getInstance().getXmlInt("world/height"))
{ }
void MultiSprite::draw() const {
images[currentFrame]->draw(getX(), getY(), getScale());
}
void MultiSprite::update(Uint32 ticks) {
advanceFrame(ticks);
Vector2f incr = getVelocity() * static_cast<float>(ticks) * 0.001;
setPosition(getPosition() + incr);
if ( getY() < 0) {
setVelocityY( fabs( getVelocityY() ) );
}
if ( getY() + getScaledHeight() > worldHeight) {
setVelocityY( -fabs( getVelocityY() ) );
}
if ( getX() < 0) {
setVelocityX( fabs( getVelocityX() ) );
}
if ( getX() + getScaledWidth() > worldWidth) {
setVelocityX( -fabs( getVelocityX() ) );
}
}