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Animation.cpp
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#include "stdafx.h"
#include "Animation.h"
#include <iostream>
Animation::Animation()
{
rec_Frame.resize(16);
flo_FrameMarker.resize(16);
}
void Animation::InitializeAnimation(int num_frames, float durationSeconds)
{
flo_DurationCurrent = 0;
flo_DurationSeconds = durationSeconds;
int_FrameCounter = 0;
int_NumFrames = num_frames;
float frameLength = durationSeconds / num_frames;
flo_FrameMarker[0] = frameLength * 1;
flo_FrameMarker[1] = frameLength * 2;
flo_FrameMarker[2] = frameLength * 3;
flo_FrameMarker[3] = frameLength * 4;
for (int count = 0; count < int_NumFrames; count++)
{
rec_Frame[count].left = count * 64;
rec_Frame[count].top = 0;
rec_Frame[count].height = 64;
rec_Frame[count].width = 64;
}
}
// Based on animation manipulation stats, returns frame desired.
sf::IntRect Animation::Animate(float ElapsedTime)
{
if (int_NumFrames == 1)
{
while (flo_DurationCurrent < flo_FrameMarker[0])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[0];
}
}
if (int_NumFrames == 2)
{
while (flo_DurationCurrent < flo_FrameMarker[0])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[0];
}
while (flo_DurationCurrent < flo_FrameMarker[1])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[1];
}
}
if (int_NumFrames == 3)
{
while (flo_DurationCurrent < flo_FrameMarker[0])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[0];
}
while (flo_DurationCurrent < flo_FrameMarker[1])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[1];
}
while (flo_DurationCurrent < flo_FrameMarker[2])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[2];
}
}
if (int_NumFrames == 4)
{
while (flo_DurationCurrent < flo_FrameMarker[0])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[0];
}
while (flo_DurationCurrent < flo_FrameMarker[1])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[1];
}
while (flo_DurationCurrent < flo_FrameMarker[2])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[2];
}
while (flo_DurationCurrent < flo_FrameMarker[3])
{
flo_DurationCurrent += ElapsedTime;
return rec_Frame[3];
}
}
// When animation is over, reset.
if (flo_DurationCurrent >= flo_DurationSeconds)
{
flo_DurationCurrent = 0;
return rec_Frame[0];
}
}