📄 anieffect.cpp
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// AniEffect.cpp: implementation of the CAniEffect class.
//
//////////////////////////////////////////////////////////////////////
#include "BaseFunc.h"
#include "nd_bitmap.h"
#include "Ani.h"
#include "AniEffect.h"
#include "gamedataset.h"
#include "3DGameMap.h"
#include "3DRoleData.h"
// constant ...
const char ANI_EFFECT[] ="ani/effect.ani";
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CAniEffect::CAniEffect()
{
this->Init();
}
CAniEffect::~CAniEffect()
{
}
//////////////////////////////////////////////////////////////////////
void CAniEffect::Init()
{
m_nLoopTime =0;
m_nFrame =0;
m_nShowWay =_SHOWWAY_NORMAL;
m_dwFrameInterval =0;
m_dwLastFrameTime =0;
m_dwLoopInterval =0;
m_dwLastLoopTime =0;
m_dwBeginTime =0;
m_nExigence =0;
m_dwDelay =0;
m_pAni =NULL;
}
//////////////////////////////////////////////////////////////////////
BOOL CAniEffect::CreateEx (const char* pszIndex, int nLoopTime, DWORD dwFrameInterval, int nShowWay, DWORD dwLoopInterval,
int nOffsetX, int nOffsetY, int nExigence, DWORD dwDelay)
{
if (!pszIndex || nLoopTime <= 0)
return false;
m_nLoopTime =nLoopTime;
m_nShowWay =nShowWay;
m_dwFrameInterval =dwFrameInterval;
m_dwLoopInterval =dwLoopInterval;
m_dwBeginTime =::TimeGet();
m_dwDelay =dwDelay;
m_posOffset.x =nOffsetX;
m_posOffset.y =nOffsetY;
m_nExigence =nExigence;
strcpy(m_szIndex, pszIndex);
return true;
}
//////////////////////////////////////////////////////////////////////
BOOL CAniEffect::Create(const char* pszIndex)
{
if (!pszIndex)
return false;
EffectInfo* pInfo = g_obj3DRoleData.GetEffectInfo((char*)pszIndex);
if(!pInfo)
return false;
this->CreateEx(pInfo->szAniTitle, pInfo->dwLoopTime, pInfo->dwFrameInterval, pInfo->dwShowWay,
pInfo->dwLoopInterval, pInfo->nOffsetX, pInfo->nOffsetY, pInfo->nExigence, pInfo->dwDelay);
return true;
}
//////////////////////////////////////////////////////////////////////
// return false if show over
void CAniEffect::Show(int nPosX, int nPosY) const
{
if (!m_pAni) // ani not load yet
return;
if (m_dwBeginTime == 0) // not begin yet
return;
if (m_bInterval)
return;
CMyBitmap* pFrame = m_pAni->GetFrame(m_nFrame);
if (!pFrame)
return;
// get draw pos
int nShowX =nPosX-pFrame->GetWidth()/2 + m_posOffset.x;
int nShowY =nPosY-pFrame->GetHeight()*3/4 + m_posOffset.y;
g_objGameMap.MapScaleShowPos(nShowX, nShowY);
CMySize sizeBmp;
pFrame->GetSize(sizeBmp.iWidth, sizeBmp.iHeight);
sizeBmp.iWidth = sizeBmp.iWidth*g_objGameMap.GetScale()/_NORMAL_SCALE;
sizeBmp.iHeight = sizeBmp.iHeight*g_objGameMap.GetScale()/_NORMAL_SCALE;
pFrame->ShowEx(nShowX, nShowY, NULL, sizeBmp.iWidth, sizeBmp.iHeight, 0, m_nShowWay);
}
//////////////////////////////////////////////////////////////////////
// return false means this ani show has already finished
BOOL CAniEffect::Process()
{
if (m_nLoopTime == 0) // valid?
return false;
m_pAni =g_objGameDataSet.GetDataAni((char*)ANI_EFFECT, m_szIndex, m_nExigence);
if (!m_pAni)
return true;
DWORD dwTimeNow =::TimeGet();
if ((dwTimeNow - m_dwBeginTime) < m_dwDelay)
return true;
if (m_dwBeginTime == 0) // not begin yet
m_dwBeginTime = dwTimeNow;
DWORD dwFrames =m_pAni->GetFrameAmount();
DWORD dwTimePerLoop =dwFrames*m_dwFrameInterval+m_dwLoopInterval;
DWORD dwTimeGoesBy =dwTimeNow-m_dwBeginTime;
if (dwTimeGoesBy >= dwTimePerLoop*m_nLoopTime)
return false; // over already
// in loop interval?
if ((dwTimeGoesBy%dwTimePerLoop) >= dwFrames*m_dwFrameInterval)
{
m_bInterval = true;
return true; // in loop interval
}
else
m_bInterval = false;
// show frame
m_nFrame =(dwTimeGoesBy%dwTimePerLoop)/m_dwFrameInterval;
return true;
}
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