Complete rewrite of actor animation system

This commit is contained in:
n00b
2024-10-20 01:25:53 -04:00
parent 78c897068b
commit 6f5cb3c6d5
6 changed files with 334 additions and 2604 deletions

View File

@@ -3348,7 +3348,8 @@ bool rc_update()
irr::core::vector2d<irr::f32> screenSize( (irr::f32) rc_canvas[0].dimension.Width, (irr::f32) rc_canvas[0].dimension.Height );
double frame_current_time = ((double)SDL_GetTicks())/1000.0;
Uint32 current_time_ms = SDL_GetTicks();
double frame_current_time = ((double)current_time_ms)/1000.0;
for(int i = 0; i < rc_transition_actor.size();)
{
@@ -3361,6 +3362,13 @@ bool rc_update()
rc_actor[i].transition_time = 0;
rc_actor[i].transition_start_time = 0;
rc_transition_actor.erase(i);
rc_actor[i].animation[0].start_frame = (int)rc_actor[i].transition_frame;
rc_actor[i].animation[0].end_frame = (int)rc_actor[i].transition_frame;
rc_actor[i].animation[0].fps = 0;
rc_actor[i].current_animation_loop = 0;
rc_actor[i].isPlaying = true;
rc_actor[i].current_animation = 0;
}
else
{