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authorMatthias Schiffer <mschiffer@universe-factory.net>2018-11-11 00:56:22 +0100
committerMatthias Schiffer <mschiffer@universe-factory.net>2018-11-11 01:46:08 +0100
commitb83b596b0f79fa1d5b95c462d3fa7171ff221a19 (patch)
tree0601d178aff79a47cade680fc2a193cd67108aca /src/controller/entitycontext.ts
parent426b2c37ff72d8de40f716365c8301449acfdfcb (diff)
downloadrpgedit-b83b596b0f79fa1d5b95c462d3fa7171ff221a19.tar
rpgedit-b83b596b0f79fa1d5b95c462d3fa7171ff221a19.zip
Add support for simple periodic sprite animations
Diffstat (limited to 'src/controller/entitycontext.ts')
-rw-r--r--src/controller/entitycontext.ts33
1 files changed, 28 insertions, 5 deletions
diff --git a/src/controller/entitycontext.ts b/src/controller/entitycontext.ts
index c1eb1fc..6932227 100644
--- a/src/controller/entitycontext.ts
+++ b/src/controller/entitycontext.ts
@@ -1,4 +1,4 @@
-import { EntityData } from '../model/data/entity';
+import { EntityAnimation, EntityData } from '../model/data/entity';
import { loadEntity } from '../view/entity';
import { Renderer } from '../view/renderer/renderer';
@@ -20,21 +20,30 @@ export class EntityContext implements CollidableGroup {
name,
await loadEntity(renderer, entity),
mkCollision(entity.collision),
+ entity.animation,
);
}
public readonly pos: vec2 = vec2.create();
+ private readonly totalTime: number;
+
private constructor(
private readonly renderer: Renderer,
private readonly name: string,
- private readonly view: SpriteView,
+ private readonly sprites: SpriteView[],
private readonly collision: Collidable[],
- ) {}
+ private readonly animation?: EntityAnimation,
+ ) {
+ if (animation)
+ this.totalTime = animation.sequence.reduce((a, s) => a + s[0], 0);
+ else
+ this.totalTime = 0;
+ }
- public render() {
+ public render(time: number) {
this.renderer.setTranslation(this.pos);
- this.view.render();
+ this.getSprite(time).render();
}
public getTranslation(): vec2 {
@@ -48,4 +57,18 @@ export class EntityContext implements CollidableGroup {
public interact() {
alert(`You've interacted with ${this.name}!`);
}
+
+ private getSprite(time: number): SpriteView {
+ time %= this.totalTime;
+
+ if (this.animation) {
+ for (const [len, sprite] of this.animation.sequence) {
+ time -= len;
+ if (time < 0)
+ return this.sprites[sprite];
+ }
+ }
+
+ return this.sprites[0];
+ }
}