* Rewrote the actor animation system to work like sprites * Renamed a few functions * Added DeleteSpriteAnimation() and the delete queue to sprites * Removed transitions for the time being (they don't seem to work in irrlicht right now * Added PreUpdate() function * Added documentation for name changes and new functions
66 lines
1.1 KiB
C
66 lines
1.1 KiB
C
#ifndef RC_SPRITE2D_H_INCLUDED
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#define RC_SPRITE2D_H_INCLUDED
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#include <irrlicht.h>
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#include <box2d/box2d.h>
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struct rc_sprite2D_physics_obj
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{
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b2Body* body;
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b2Fixture* fixture;
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b2Shape* shape;
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int offset_x;
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int offset_y;
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};
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struct rc_sprite2D_animation_obj
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{
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irr::core::array<int> frames;
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int num_frames;
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int current_frame;
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double fps;
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double frame_start_time;
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double frame_swap_time;
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};
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struct rc_sprite2D_obj
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{
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int id; //This is needed to reference this sprite in the contact listener
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bool active = false;
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int image_id;
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int sheet_numFrames;
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int frames_per_row;
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irr::core::vector2d<irr::f64> scale;
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irr::core::dimension2d<irr::f64> frame_size;
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bool visible = true;
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Uint8 alpha;
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irr::video::SColor color_mod;
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bool isSolid = false;
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rc_sprite2D_physics_obj physics;
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int current_animation;
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int num_animation_loops;
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int current_animation_loop;
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bool isPlaying;
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irr::core::array<int> deleted_sprites;
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irr::core::array<rc_sprite2D_animation_obj> animation;
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int parent_canvas = -1;
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double z;
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};
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irr::core::array<rc_sprite2D_obj> rc_sprite;
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#endif // RC_SPRITE2D_H_INCLUDED
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