39 sprite->setTex(textureid);
42 void update(
float deltaTime)
override
44 if (sprite->moving_animation.hasFinished()) {
45 sprite->moving_animation.finished =
false;
46 sprite->moving_animation.times_played = 0;
50 sprite->transform->setPosition_X(sprite->transform->getPosition().x);
51 sprite->transform->setPosition_Y(sprite->transform->getPosition().y);
53 sprite->moving_animation.advanceFrame(deltaTime);
54 if (sprite->moving_animation.positions.size() == 1) {
55 sprite->setMoveFrame();
58 sprite->setSpecificMoveFrame();
67 void Play(
const char* animName,
int reps = 0)
70 animationName = animName;
71 sprite->SetMovingAnimation(
72 animManager.moving_animations[animationName].indexX, animManager.moving_animations[animationName].indexY,
73 animManager.moving_animations[animationName].total_frames, animManager.moving_animations[animationName].speed,
74 animManager.moving_animations[animationName].type,
75 animManager.moving_animations[animationName].positions, animManager.moving_animations[animationName].zIndices, animManager.moving_animations[animationName].rotations,
76 reps ? reps : animManager.moving_animations[animationName].reps
80 void resetAnimation() {
82 animationName =
"Default";
83 sprite->SetMovingAnimation(
84 animManager.moving_animations[animationName].indexX, animManager.moving_animations[animationName].indexY,
85 animManager.moving_animations[animationName].total_frames, animManager.moving_animations[animationName].speed,
86 animManager.moving_animations[animationName].type,
87 animManager.moving_animations[animationName].positions, animManager.moving_animations[animationName].zIndices, animManager.moving_animations[animationName].rotations);
90 std::string getPlayName()