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/*
* Asciiquarium - Native KDE Screensaver based on the Asciiquarium program
* (c) Kirk Baucom <kbaucom@schizoid.com>, which you can find at
* http://www.robobunny.com/projects/asciiquarium/
*
* Ported to KDE by Maksim Orlovich <maksim@kde.org> and
* Michael Pyne <michael.pyne@kdemail.net>.
*
* Copyright (c) 2003 Kirk Baucom <kbaucom@schizoid.com>
* Copyright (c) 2005 Maksim Orlovich <maksim@kde.org>
* Copyright (c) 2005 Michael Pyne <michael.pyne@kdemail.net>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef AA_SPRITE_H
#define AA_SPRITE_H
#include <ntqvaluevector.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
// vim: set et ts=8 sw=4:
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