Add option to define beginFrame
Used function overloading for backwards compatibility Also add a getter to check if the sprite is animating (because protected)
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@ -58,7 +58,7 @@ protected:
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bool stayWithinBounds;
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u32 imageSize, tileIndex;
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SpriteSize spriteSize;
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u32 animationDelay, amountOfFrames, currentFrame, animationCounter;
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u32 animationDelay, amountOfFrames, beginFrame, currentFrame, animationCounter;
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bool animating;
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std::unique_ptr<OBJ_ATTR> oam;
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@ -78,6 +78,13 @@ public:
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this->animationDelay = animationDelay;
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animate();
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}
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void makeAnimated(int beginFrame, int amountOfFrames, int animationDelay) {
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this->amountOfFrames = amountOfFrames;
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this->animationDelay = animationDelay;
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this->beginFrame = beginFrame;
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this->currentFrame = beginFrame;
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animate();
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}
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void animate() { this->animating = true; }
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void animateToFrame(int frame) { this->currentFrame = frame; }
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void stopAnimating() { this->animating = false; }
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@ -107,6 +114,7 @@ public:
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u32 getWidth() { return w; }
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u32 getY() { return y; }
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u32 getCurrentFrame() { return currentFrame; }
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bool isAnimating() { return animating; };
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bool isOffScreen();
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friend class SpriteManager;
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@ -14,7 +14,7 @@ Sprite::Sprite(const Sprite &other) : Sprite(nullptr, 0, other.x, other.y, other
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Sprite::Sprite(const void *imageData, int imageSize, int x, int y, SpriteSize size)
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: x(x), y(y), data(imageData), imageSize(imageSize), spriteSize(size),
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animationDelay(0), amountOfFrames(0), currentFrame(0), animationCounter(0) {
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animationDelay(0), amountOfFrames(0), beginFrame(0), currentFrame(0), animationCounter(0) {
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setAttributesBasedOnSize(size);
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}
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@ -86,8 +86,11 @@ void Sprite::updateAnimation() {
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animationCounter++;
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if(animationCounter > animationDelay) {
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currentFrame++;
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if(currentFrame > (amountOfFrames - 1)) {
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currentFrame = 0;
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if(currentFrame > (amountOfFrames - 1) + beginFrame) {
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currentFrame = beginFrame;
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}
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if(currentFrame < beginFrame) {
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currentFrame = beginFrame;
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}
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animationCounter = 0;
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