21 std::string textureid;
22 std::string animationName =
"";
23 timestamp resumeTime = 0;
51 sprite->setTex(textureid);
54 void update(
float deltaTime)
override
56 if (sprite->animation.hasFinished()) {
57 sprite->animation.finished =
false;
58 sprite->animation.times_played = 0;
62 sprite->animation.advanceFrame(deltaTime);
63 sprite->setCurrFrame();
71 void Play(std::string animName,
int reps = 0)
74 animationName = animName;
75 sprite->SetAnimation(animManager.animations[animName].indexX, animManager.animations[animName].indexY,
76 animManager.animations[animName].total_frames, animManager.animations[animName].speed,
77 animManager.animations[animName].type,
78 reps ? reps : animManager.animations[animName].reps );
81 void resetAnimation() {
83 animationName =
"P1Idle";
85 animManager.animations[animationName].indexX, animManager.animations[animationName].indexY,
86 animManager.animations[animationName].total_frames, animManager.animations[animationName].speed,
87 animManager.animations[animationName].type
91 std::string getPlayName()