diff options
Diffstat (limited to 'tdescreensaver/kdesavers/tdeasciiquarium/sprite.h')
-rw-r--r-- | tdescreensaver/kdesavers/tdeasciiquarium/sprite.h | 178 |
1 files changed, 178 insertions, 0 deletions
diff --git a/tdescreensaver/kdesavers/tdeasciiquarium/sprite.h b/tdescreensaver/kdesavers/tdeasciiquarium/sprite.h new file mode 100644 index 00000000..0eb3a0a7 --- /dev/null +++ b/tdescreensaver/kdesavers/tdeasciiquarium/sprite.h @@ -0,0 +1,178 @@ +#ifndef AA_SPRITE_H +#define AA_SPRITE_H + +#include <tqvaluevector.h> +#include "frame.h" + +/** + * This class represents a on-screen character of some sort. These make up + * the building blocks of the animation. + * + * You can use multiple frames of animation, but movement is not supported in + * this class, try MovingSprite. If you use multiple frames, use + * setFrameDelay to control the interval between frames, and use + * setDieAfterLastFrame to set whether the animation should loop or cause + * the Sprite to go away. + * + * Use kill() to get rid of a Sprite, do not delete it by yourself, as Screen + * will do that as needed. + */ +class Sprite +{ +protected: + Screen* m_screen; ///< The Screen that we belong to. + int m_currentFrame; ///< The current frame of animation. + int m_x; ///< Our current logical x position. + int m_y; ///< Our current logical y position. + int m_z; ///< Our current depth. + + TQValueVector<Frame> m_frames; ///< Array of animation frames. + bool m_isKilled; ///< True if we've been killed. + bool m_killAfterLastFrame; ///< True if we should auto-kill after the last frame. + int m_ticksSinceFrameChange; ///< Number of timer ticks since we last changed frame. + int m_frameDelay; ///< Number of milliseconds to show a frame for. + + /** + * Increments the animation timer. + * + * @return true if time has elapsed past m_frameDelay since the last frame + * change. + */ + bool timerTick(); + +public: + /** + * Construct a sprite without automatically adding it to \p screen. + * + * @param screen The Screen that the sprite belongs to. + * @param x The x column position for the left edge of this sprite. + * @param y The y row position for the upper line of this sprite. + * @param z The depth of the sprite (0 is closest to screen). + * @param frameDelay Amount of milliseconds to elapse between animation + * frames. + */ + Sprite(Screen* screen, int x, int y, int z, int frameDelay = 100); + + /** + * Destuctor. Does nothing at this point, present to ensure a continuous + * line of virtual destructors. + */ + virtual ~Sprite() + { + } + + /** + * @return true if this sprite can be involved in a collision with another + * Sprite. The other sprite doesn't necessarily have to have this + * also set to true. + */ + virtual bool canCollide() const { return false; } + + /** + * Called when a collision occurs with *any* Sprite on-screen if canCollide() + * returns true. + * + * @param sprite The Sprite that a collision happened with. It is safe to + * kill() the Sprite, move it, etc. + */ + virtual void collision (Sprite *sprite) + { + } + + /** + * Appends a frame of animation to the end of the current list. + * + * @param frame Frame of animation to add. It should be the same size as + * the other frames already in the list. + */ + void addFrame(const Frame& frame); + + /** + * Sets the amount of time to show a frame for. + * + * @param delay The frame delay, in milliseconds of time. + */ + void setFrameDelay(int delay) + { + m_frameDelay = delay; + } + + /** + * Sets whether this Sprite should automatically call kill() after the + * last frame of animation has run. + * + * @param dieAfterLast If true, this Sprite will automatically call kill() + * after its last frame has elapsed. + */ + void setDieAfterLastFrame(bool dieAfterLast) + { + m_killAfterLastFrame = dieAfterLast; + } + + /** + * @return The Screen this Sprite belongs to. + */ + Screen *screen() const + { + return m_screen; + } + + /** + * @return true if this Sprite is dead. If true, it will probably soon be + * deleted by its Screen. + */ + bool isKilled() const + { + return m_isKilled; + } + + /** + * @return The depth of the Sprite. 0 is closest to the screen. + */ + int depth() const + { + return m_z; + } + + /** + * @return The rectangular geometry of this object in the Pixel coordinate + * system. + */ + TQRect geom() const; + + /** + * Erases this Sprite from its Screen, using the current animation frame to + * form the clear mask. This should be called *before* any change which + * will change the on-screen display of the object, such as motion or + * animation changes. + */ + void erase(); + + /** + * Draws this Sprite onto the Screen. + */ + void paint(); + + /** + * Kills this Sprite. The parent Screen will delete this Sprite on the next + * animation cycle. + */ + virtual void kill() + { + m_isKilled = true; + } + + //main animation hook. Should return true + erase if something changed + /** + * Called when the current frame expires. This function needs to perform + * any actions necessary to make sure that it is ready to be painted, + * including calling erase(). You do not need to call paint() from this + * function. + * + * @return true if the on-screen representation of this Sprite changed, + * false, otherwise. + */ + virtual bool tickUpdate(); +}; + +#endif |