/****************************************************************************** * Wormux is a convivial mass murder game. * Copyright (C) 2001-2004 Lawrence Azzoug. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA ****************************************************************************** * Sprite animation control. ****************************************************************************** * 2005/09/21: Jean-Christophe Duberga (jcduberga@gmx.de) * Initial version *****************************************************************************/ #ifndef _SPRITE_ANIMATION_H #define _SPRITE_ANIMATION_H #include "include/base.h" class Sprite; class SpriteAnimation { public: typedef enum { show_first_frame, show_last_frame, show_blank } SpriteShowOnFinish; private: Sprite &sprite; // Speed unsigned int last_update; float speed_factor; int frame_delta; // Used in Update() to get next frame // State bool finished; SpriteShowOnFinish show_on_finish; // Options bool loop; bool pingpong; public: SpriteAnimation(Sprite &sprite); SpriteAnimation(const SpriteAnimation &other,Sprite &sprite); // Control animation void Start(); void Update(); void Finish(); bool IsFinished() const; // Control speed void SetSpeedFactor(float nv_speed); // Control options void SetPlayBackward(bool enable); void SetLoopMode(bool enable); void SetPingPongMode(bool enable); void SetShowOnFinish(SpriteShowOnFinish show); SpriteShowOnFinish GetShowOnFinish() const; }; #endif /* _SPRITE_ANIMATION_H */