Reputation: 31
i want to animate a sprite. To do that i have a ticker that gives me a time in milliseconds. Depending on the time i want the sprite to show a different image. Unfortunately i can't think of a simple and pretty way to do this except for a bunch of if statements.
if (ticker_.getElapsedTime().asMilliseconds() >= ANIMATION_STEP * 0 &&
ticker_.getElapsedTime().asMilliseconds() < ANIMATION_STEP * 1)
{
sprite_.setTexture(*game_->getResourceManager().getTexture("animation/explosion_00.png"));
}
if (ticker_.getElapsedTime().asMilliseconds() >= ANIMATION_STEP * 1 &&
ticker_.getElapsedTime().asMilliseconds() < ANIMATION_STEP * 2)
{
sprite_.setTexture(*game_->getResourceManager().getTexture("animation/explosion_01.png"));
}
// 10 more of these ...
if (ticker_.getElapsedTime().asMilliseconds() >= ANIMATION_STEP * 13 &&
ticker_.getElapsedTime().asMilliseconds() < ANIMATION_STEP * 14)
{
sprite_.setTexture(*game_->getResourceManager().getTexture("animation/explosion_13.png"));
}
Upvotes: 0
Views: 121
Reputation: 13486
unsigned frame = ticker_.getElapsedTime().asMilliseconds() / ANIMATION_STEP;
auto digit0 = std::to_string(frame % 10);
auto digit1 = std::to_string(frame / 10);
sprite_.setTexture(*game_->getResourceManager().getTexture("animation/explosion_"+digit1+digit0+".png"));
Upvotes: 1
Reputation: 1052
Here is some oop like approach, which makes it easy to extend to a arbitrary number of animation_files.
It's just a quick'n'dirty prototype, but the scheme should be clear.
#include <iostream>
#include <vector>
#include <algorithm>
#include <string>
class AnimationManager
{
public:
AnimationManager(float pStepsize) : mStepsize(pStepsize) {}
void registerSprite(std::string pFilename) //assuming that animation files are registered in the right order, alternatively use std::map as backend or something else
{
mFilenames.push_back(pFilename);
}
std::string getFilenameForAnimationStep(float ellapsed_time)
{
if (ellapsed_time < 0) //we dont want go pack in the past
ellapsed_time = 0;
unsigned int step = static_cast<unsigned int>(ellapsed_time/mStepsize); //trunc to int
step = std::min(step, mFilenames.size() - 1); //make shure we use the last registered animation, if we are to fahre in the future
return mFilenames[step];
}
private:
std::vector<std::string> mFilenames;
float mStepsize;
};
int main()
{
AnimationManager my_manager(0.2);
my_manager.registerSprite("step_0.jpq");
my_manager.registerSprite("step_1.jpq");
my_manager.registerSprite("step_2.jpq");
my_manager.registerSprite("step_3.jpq");
//....
//testing
std::cout << my_manager.getFilenameForAnimationStep(-0.5) << std::endl;
std::cout << my_manager.getFilenameForAnimationStep(0.1) << std::endl;
std::cout << my_manager.getFilenameForAnimationStep(0.2) <<std::endl;
std::cout << my_manager.getFilenameForAnimationStep(0.5) << std::endl;
std::cout << my_manager.getFilenameForAnimationStep(0.7) << std::endl;
std::cout << my_manager.getFilenameForAnimationStep(1.7) << std::endl;
system("Pause");
}
Upvotes: 0
Reputation:
Given that the steps are even, you could just compute which one to use:
int step = ticker_.getElapsedTime().asMilliseconds() / ANIMATION_STEP;
You could do an integer-to-string conversion to use that to create the file-name, but that's both somewhat awkward to use and overly rigid. Instead, you could populate an array of filenames:
// populate array during program initialization
vector<string> explosion_filenames;
// In your function,
sprite_.setTexture(*game_->getResourceManager().getTexture(explosion_filenames[step]));
or even better, an array of textures:
// populate array during program initialization
vector<whatever_the_texture_type_is> explosion_textures;
// In your function,
sprite_.setTexture(*explosion_textures[step]));
If the steps aren't even, you could instead use an ordered map
// I use `int`, but use whatever type is most appropriate
// populate map during program initialization
map<int, texture_type> explosion_textures;
// In your function,
int step = ticker_.getElapsedTime().asMilliseconds();
sprite_.setTexture(*explosion_textures.lower_bound(step)->second);
Upvotes: 2
Reputation: 2313
How about:
bool check(std::size_t step)
{
auto tm = ticker_.getElapsedTime().asMilliseconds();
return (tm >= ANIMATION_STEP * step) && (tm < ANIMATION_STEP * (step + 1));
}
for(int i=0; i <n;++i)
{
if (check(i))
{
std::stringstream fname;
fname<<"animation/explosion_"<<
fname<<std::setfill(0)<<std::setw(2)<<i<<".png";
sprite_.setTexture(*game_->getResourceManager().getTexture(fname.str()));
}
}
Upvotes: 1
Reputation: 573
How about something like
int frame = ticker_.getElapsedTime().asMilliseconds() / ANIMATION_STEP;
if (frame < MAX_FRAMES) {
std::string filename = "animation/explosion_"
+ std::to_string(frame) + ".png";
}
Upvotes: 5