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multisprite.cpp
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multisprite.cpp
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#include "multisprite.h"
#include "gameData.h"
#include "imageFactory.h"
#include <iostream>
#include <time.h>
void MultiSprite::advanceFrame(Uint32 ticks) {
timeSinceLastFrame += ticks;
if (timeSinceLastFrame > frameInterval) {
currentFrame = (currentFrame+1) % numberOfFrames;
timeSinceLastFrame = 0;
}
}
MultiSprite::MultiSprite( const std::string& name) :
Drawable(name,
Vector2f(Gamedata::getInstance().getXmlInt(name+"/startLoc/x"),
Gamedata::getInstance().getXmlInt(name+"/startLoc/y")),
Vector2f(Gamedata::getInstance().getXmlInt(name+"/speedX"),
Gamedata::getInstance().getXmlInt(name+"/speedY"))
),
images( ImageFactory::getInstance().getImages(name) ),
currentFrame(0),
numberOfFrames( Gamedata::getInstance().getXmlInt(name+"/frames") ),
frameInterval( Gamedata::getInstance().getXmlInt(name+"/frameInterval")),
timeSinceLastFrame(0),
worldWidth(Gamedata::getInstance().getXmlInt("world/width")),
worldHeight(Gamedata::getInstance().getXmlInt("world/height"))
//explosion(nullptr)
{ }
MultiSprite::MultiSprite(const MultiSprite& s) :
Drawable(s),
images(s.images),
currentFrame(s.currentFrame),
numberOfFrames( s.numberOfFrames ),
frameInterval( s.frameInterval ),
timeSinceLastFrame( s.timeSinceLastFrame ),
worldWidth( s.worldWidth ),
worldHeight( s.worldHeight )
//explosion(nullptr)
{ }
MultiSprite::MultiSprite(const std::string& name, int worldWidth):
Drawable(name,
Vector2f((rand() % worldWidth), Gamedata::getInstance().getXmlInt(name+"/startLoc/y")),
Vector2f(Gamedata::getInstance().getXmlInt(name+"/speedX"),
Gamedata::getInstance().getXmlInt(name+"/speedY"))
),
images( ImageFactory::getInstance().getImages(name) ),
currentFrame(0),
numberOfFrames( Gamedata::getInstance().getXmlInt(name+"/frames") ),
frameInterval( Gamedata::getInstance().getXmlInt(name+"/frameInterval")),
timeSinceLastFrame( 0 ),
worldWidth(Gamedata::getInstance().getXmlInt("world/width")),
worldHeight(Gamedata::getInstance().getXmlInt("world/height"))
//explosion(nullptr)
{}
MultiSprite::~MultiSprite(){
}
MultiSprite& MultiSprite::operator=(const MultiSprite& s) {
Drawable::operator=(s);
images = (s.images);
currentFrame = (s.currentFrame);
numberOfFrames = ( s.numberOfFrames );
frameInterval = ( s.frameInterval );
timeSinceLastFrame = ( s.timeSinceLastFrame );
worldWidth = ( s.worldWidth );
worldHeight = ( s.worldHeight );
//explosion = ( s.explosion );
return *this;
}
void MultiSprite::draw() const {
//if ( explosion ) explosion->draw();
//else
images[currentFrame]->draw(getX(), getY(), getScale());
}
/*void MultiSprite::explode() {
if ( !explosion ) {
Sprite sprite(getName(), getPosition(), getVelocity(), images[currentFrame]);
explosion = new ExplodingSprite(sprite);
printf("in multisprite explode\n");
}
}*/
void MultiSprite::update(Uint32 ticks) {
/*if ( explosion ) {
explosion->update(ticks);
if ( explosion->chunkCount() == 0 ) {
delete explosion;
explosion = NULL;
}
return;
}*/
advanceFrame(ticks);
Vector2f incr = getVelocity() * static_cast<float>(ticks) * 0.001;
setPosition(getPosition() + incr);
if ( getY() < 0) {
setVelocityY( fabs( getVelocityY() ) );
}
if ( getY() > worldHeight-getScaledHeight()) {
setVelocityY( -fabs( getVelocityY() ) );
}
if ( getX() < 0) {
setVelocityX( fabs( getVelocityX() ) );
}
if ( getX() > worldWidth-getScaledWidth()) {
setVelocityX( -fabs( getVelocityX() ) );
}
}