📄 animate.c
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/* animate.c, HAWK game engine
*
* Copyright 1997-1998 by Phil Frisbie, Jr.
* for Hawk Software
*
*/
#include "hawk.h"
#include "internal.h"
ANIMATION Animations[MAX_OBJECTS];
void animUpdate(int animation)
{
ANIMATION *anim = &Animations[animation];
int frames = Engine.animframes;/* number of frames to advance */
if(!frames)
return;
if(anim->nstart == -1) /* start next animation NOW! */
{
anim->cfirst = anim->cframe = anim->nfirst;
anim->clast = anim->nlast;
anim->next = anim->cframe + 1;
if(anim->next > anim->clast)
anim->next = anim->cfirst;/* loop back to beginning if only one frame */
anim->nfirst = anim->nlast = NO_FRAME;
anim->nstart = 0;
return;
}
if(anim->nstart >= Engine.gameframes)/*start next animation */
{
if((anim->cframe + frames) > anim->clast)
{
anim->cfirst = anim->cframe = anim->nfirst;
anim->clast = anim->nlast;
anim->next = anim->cframe + 1;
if(anim->next > anim->clast)
anim->next = anim->cfirst;/* loop back to beginning if only one frame */
anim->nfirst = anim->nlast = NO_FRAME;
anim->nstart = 0;
return;
}
}
if(anim->loop)
{
if(anim->cfirst == anim->clast)
return;
anim->cframe += frames;
while(anim->cframe > anim->clast)
{
anim->cframe += anim->cfirst;
anim->cframe -= anim->clast;
}
anim->next = anim->cframe + 1;
if(anim->next > anim->clast)
anim->next = anim->cfirst;/* loop back to beginning */
}
else
{
anim->cframe += frames;
if(anim->cframe > anim->clast)/* switch to default animation */
{
anim->cfirst = anim->cframe = anim->dfirst;
anim->clast = anim->dlast;
anim->loop = TRUE;
anim->next = anim->cframe + 1;
if(anim->next > anim->clast)
anim->next = anim->cfirst;/* loop back to beginning if only one frame */
}
}
}
void animInit(void)
{
memset(Animations, 0, (sizeof(Animations[0]) * MAX_OBJECTS));
}
int animAdd(void)
{
int i;
static BOOL init = TRUE;
if(init) /* first time through */
{
animInit();
init = FALSE;
}
for(i=0;i<MAX_OBJECTS; i++)
{
if(!Animations[i].used)
{
ANIMATION *anim = &Animations[i];
anim->used = TRUE;
anim->loop = FALSE;
anim->smooth = FALSE;
anim->speed = 1.0;
anim->cfirst = NO_FRAME;
anim->clast = NO_FRAME;
anim->nfirst = NO_FRAME;
anim->nlast = NO_FRAME;
return i;
}
}
return NO_ANIMATION;
}
void animDelete(int animation)
{
memset(&Animations[animation], 0, sizeof(Animations[0]));
}
void animSetDefault(int animation, int first, int last)
{
Animations[animation].dfirst = first;
Animations[animation].dlast = last;
Animations[animation].cfirst = first;
Animations[animation].clast = last;
}
void animSetNext(int animation, int first, int last, int start)
{
Animations[animation].nfirst = first;
Animations[animation].nlast = last;
Animations[animation].nstart = start;
}
void animSetLoop(int animation, BOOL loop)
{
Animations[animation].loop = loop;
}
int animGetCurrentFrame(int animation)
{
return Animations[animation].cframe;
}
int animGetNextFrame(int animation)
{
return Animations[animation].next;
}
void animSetCurrentFrame(int animation, int frame)
{
Animations[animation].cframe = frame;
}
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