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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name graphicanimation.cpp - The Graphic Animation class. */
//
// (c) Copyright 2007-2008 by Francois Beerten
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
#include "stratagus.h"
#include "particle.h"
#include "video.h"
GraphicAnimation::GraphicAnimation(CGraphic *g, int ticksPerFrame) :
g(g), ticksPerFrame(ticksPerFrame), currentFrame(0), currTicks(0)
{
Assert(g);
}
void GraphicAnimation::draw(int x, int y)
{
if (!isFinished()) {
g->DrawFrameClip(currentFrame, x - g->Width / 2, y - g->Height / 2);
}
}
void GraphicAnimation::update(int ticks)
{
currTicks += ticks;
while (currTicks > ticksPerFrame) {
currTicks -= ticksPerFrame;
++currentFrame;
}
}
bool GraphicAnimation::isFinished()
{
return currentFrame >= g->NumFrames;
}
Animation * GraphicAnimation::clone()
{
return new GraphicAnimation(g, ticksPerFrame);
}
//@}
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