bbf3731cf4
* Add margins all around the board for better aestetics. * Add room for scoring * Because the texture atlas is a 32x32 grid, we can manipulate textures as positions on that grid and only create a rectangle for that texture in the rendering code. * Avoid hardcoded values in the rendering code.
33 lines
1.1 KiB
C++
33 lines
1.1 KiB
C++
#pragma once
|
|
|
|
#include "Board.hpp"
|
|
#include "Direction.hpp"
|
|
#include "InputState.hpp"
|
|
#include "Position.hpp"
|
|
|
|
#include <SDL2/SDL_rect.h>
|
|
#include <chrono>
|
|
|
|
class PacManAnimation {
|
|
public:
|
|
[[nodiscard]] SDL_Point animationFrame(Direction direction) const;
|
|
|
|
void updateAnimationPosition(std::chrono::milliseconds time_delta);
|
|
|
|
private:
|
|
uint8_t animation_position = 0;
|
|
float animation_position_delta = 0.0;
|
|
const SDL_Point right_wide = { 0, 0 };
|
|
const SDL_Point right_narrow = { 1, 0 };
|
|
const SDL_Point closed = { 2, 0 };
|
|
const SDL_Point left_narrow = { 3, 0 };
|
|
const SDL_Point left_wide = { 4, 0 };
|
|
const SDL_Point up_wide = { 5, 0 };
|
|
const SDL_Point up_narrow = { 6, 0 };
|
|
const SDL_Point down_wide = { 7, 0 };
|
|
const SDL_Point down_narrow = { 8, 0 };
|
|
const SDL_Point down_animation[4]{ down_wide, down_narrow, closed, down_narrow };
|
|
const SDL_Point left_animation[4]{ left_wide, left_narrow, closed, left_narrow };
|
|
const SDL_Point right_animation[4]{ right_wide, right_narrow, closed, right_narrow };
|
|
const SDL_Point up_animation[4]{ up_wide, up_narrow, closed, up_narrow };
|
|
};
|