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AnimatedSprite.hpp
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////////////////////////////////////////////////////////////
//
// Copyright (C) 2014 Maximilian Wagenbach (aka. Foaly) ([email protected])
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef ANIMATEDSPRITE_INCLUDE
#define ANIMATEDSPRITE_INCLUDE
#include <SFML/Graphics/RenderTarget.hpp>
#include <SFML/System/Time.hpp>
#include <SFML/Graphics/Drawable.hpp>
#include <SFML/Graphics/Transformable.hpp>
#include <SFML/System/Vector2.hpp>
#include "Animation.hpp"
class AnimatedSprite : public sf::Drawable, public sf::Transformable
{
public:
explicit AnimatedSprite(sf::Time frameTime = sf::seconds(0.2f),int team = 1);
void update(sf::Time deltaTime);
void setAnimation(const Animation* animation);
void setFrameTime(sf::Time time);
Animation getAnimation();
sf::FloatRect getLocalBounds() const;
sf::FloatRect getGlobalBounds() const;
sf::Time getFrameTime() const;
float getVelocityX();
float getVelocityY();
void changePos(float x, float y);
float getPosY();
float getPosX();
int getTeam();
bool getIsJumping();
bool getIsOnGround();
int getCurrState();
int getPrevState();
void setTeam(int b);
void setIsJumping(bool j);
void setIsOnGround(bool g);
void setState(int s);
void movePosition();
void setVelocity(float x, float y);
private:
const Animation * m_animation;
sf::Time m_frameTime;
sf::Time m_currentTime;
std::size_t m_currentFrame;
sf::Sprite currentSprite;
float xPos;
float yPos;
float xVelocity;
float yVelocity;
int currState;
int prevState;
bool isJumping;
bool isOnGround;
bool changedState;
int team;
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
};
#endif // ANIMATEDSPRITE_INCLUDE