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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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79
BBGE/AnimatedSprite.cpp
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79
BBGE/AnimatedSprite.cpp
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "AnimatedSprite.h"
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AnimData::AnimData()
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{
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frameStart = frameEnd = 0;
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time = 0;
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loop = 0;
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pingPong = false;
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datafile = 0;
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}
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AnimatedSprite::AnimatedSprite() : Quad()
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{
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//debugLog("AnimatedSprite::AnimatedSprite()");
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frame = 0;
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animator.setUpdatee(&frame);
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animationTime.setUpdatee (&animator.timePeriod);
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//debugLog("End AnimatedSprite::AnimatedSprite()");
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}
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void AnimatedSprite::animate (AnimData &animData)
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{
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onAnimData(animData);
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animate (animData.name, animData.frameStart, animData.frameEnd, animData.time, animData.loop, animData.pingPong);
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}
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void AnimatedSprite::onAnimData(AnimData &animData)
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{
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}
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void AnimatedSprite::animate (const std::string &name, int from, int to, float time, int loopType, bool pingPong, float initialDelay)
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{
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if (from == to && to == 0)
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{
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debugLog ("null animation");
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animator.stop();
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return;
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}
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currentAnim = name;
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frame = from;
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animator.interpolateTo (to, time, loopType);
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animator.pingPong = pingPong;
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animator.initialDelay = initialDelay;
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}
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void AnimatedSprite::onUpdate (float dt)
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{
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Quad::onUpdate (dt);
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animator.update (dt);
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animationTime.update (dt);
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if (!animator.interpolating && currentAnim != "")
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{
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animComplete(currentAnim);
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lastAnim = currentAnim;
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currentAnim = "";
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}
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}
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