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path: root/engines/draci/animation.h
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2014-02-18DRACI: Make GPL headers consistent in themselves.Johannes Schickel
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2010-05-04Reduce indirect header dependencies furtherMax Horn
svn-id: r48936
2010-04-01Dragon History: fixing properly bug 2976774Robert Špalek
The previous bugfix just hid the problem by removing an assert, but it might demonstrate itself in another way later. This is a proper bugfix. svn-id: r48460
2009-12-09DRACI: Reduce header interdependencies; some cleanupMax Horn
svn-id: r46320
2009-11-22Fix positioning of one-time hero animations.Robert Špalek
With the previous code, the position of the animation was doubled (due to counting the position twice, the second time being a relative shift), which put it mostly outside the screen. This is because one-time hero animations are actually stored using absolute coordinates. svn-id: r46057
2009-11-10Huge refactoring of data structures.Robert Špalek
Replaced IDs of objects by pointers, which saves many lookups, each of which is horribly ineffective. Moved a lot of code into methods of structs now turned into objects. Tested the new code a lot and seems to work as well as the old code. svn-id: r45799
2009-11-08Implement QuickHero walking.Robert Špalek
Pressing Q during the game enables/disables faster walking; all animation phases are flipped after one refresh instead of after given delay. svn-id: r45748
2009-11-07Add helper functions to retrieve dragon position from the animation.Robert Špalek
To implement proper walking, I have to respect the relative shifts defined by the sprites as opposed to apply some constant velocity. svn-id: r45714
2009-11-07Implemented relative animations.Robert Špalek
In these animations, each sprite can specify a relative shift with respect to the previous sprite. Moving animations (such as walking of the dragon) are easily described in this framework. I have sort of hacked their support and it seems to work. The current walking code does not interact with the new code yet, but it will be easy to do. svn-id: r45712
2009-11-05Implemented proper walking.Robert Špalek
First shot, not debugged yet, but seems to work (even though a bit hairy)! svn-id: r45688
2009-11-01Commented on loop() before refactoring.Robert Špalek
svn-id: r45604
2009-11-01Debugged computation and displaying of optimal walking pathsRobert Špalek
svn-id: r45597
2009-10-30Moved all one-line getters/setters to the header filesRobert Špalek
svn-id: r45524
2009-10-30Remove the last 2 default parameter values.Robert Špalek
They usually just add unnecessary confusion and this is definitely such an example. Removal will clarify the code. svn-id: r45512
2009-10-30Remove most of default parameter values.Robert Špalek
Also, add comments to the last commit. svn-id: r45511
2009-10-12Sound effects are now correctly played.Robert Špalek
Dubbing is not yet played. svn-id: r45000
2009-10-11Loading and caching sound samples in memory.Robert Špalek
The sounds are not played yet, but the infrastructure is getting ready. svn-id: r44957
2009-09-30Remove trailing whitespacesMax Horn
svn-id: r44493
2009-09-30- Adapt parts of the Draci code to match our code formatting guidelinesJohannes Schickel
- Remove use of tabs for formatting, now in nearly all cases tabs are only used for indentation - Use "uint" instead of "unsigned int" in the whole engine for consistency's sake - Strip some trailing tabs and leading whitespaces svn-id: r44478
2009-09-27Improved the interface of Sprite and Animation concerning relative ↵Robert Špalek
coordinates and scaling. It is no longer needed to modify the underlying animations when drawing them on the screen or testing pixels in them. Read access is enough, because the displacement of the object is passed as a parameter. Added some more const's where they logically belong. svn-id: r44419
2009-09-27Remove memory leak in animation manager. Get rid of 1 non-const reference ↵Robert Špalek
parameter. svn-id: r44413
2009-09-25Added some more const's to the interface of Dragon HistoryRobert Špalek
svn-id: r44362
2009-09-25Add const's to many interfaces of engines/draci/Robert Špalek
svn-id: r44331
2009-08-17* Added pause support for animations.Denis Kasak
* Added AnimationManager::addItem() for adding inventory items animations. svn-id: r43486
2009-08-02Added a dedicated animation for speech text.Denis Kasak
svn-id: r42988
2009-07-30* Added Animation::setCurrentFrame()Denis Kasak
* Moved rewinding the animation to the beginning from Animation::nextFrame() to AnimationManager::stop() (fixes the owl animation) svn-id: r42913
2009-07-29Added support for animation callbacks and implemented a few callbacks ↵Denis Kasak
(doNothing, exitGameLoop, stopAnimation). svn-id: r42901
2009-07-29* Added method Animation::currentFrameNum()Denis Kasak
* Renamed Animation::getFramesNum() to Animation::getFrameCount() for clarity. svn-id: r42873
2009-07-27* Added AnimationManager::addText() for adding text animationsDenis Kasak
* Added AnimationManager::getTopAnimationID(x, y) which returns the ID of the top layer animation located on a point * Added Animation::getScale{X,Y}() * Fixed a few bugs related to animations sometimes having no frames svn-id: r42836
2009-07-24* Added tracking and deleting animations by index (which represents the ↵Denis Kasak
order in which they were loaded). This is needed by some GPL commands. * Added Game::getNumObjects() which returns the number of objects in the game * Fixed segfault (accessing a null Animation *) * Added some docs to various things svn-id: r42683
2009-07-24Added support for per-animation scaling (via scaling factors). I have ↵Denis Kasak
decided to go for a mixed approach (where Animation has a global scaling factor for the whole animation which is separate from Drawable's scaled width and height) so the animation can be scaled more naturally when the scale often changes (like with perspective when the dragon is walking). Previously, one had to alter the sizes of each frame of the dragon's animation whenever the dragon moved which was unclean. svn-id: r42680
2009-07-22* Stopped AnimationManager::drawScene() from marking its own dirtiness.Denis Kasak
* Instead, Animation::nextFrame() marks both the old and the new frame dirty. This makes it possible to only update the real screen when the animation changes and results in a pretty big speedup. * Added utility method Animation::markDirtyRect() which takes a (Surface *) and marks a dirty rect on it for the current frame. * Fixed artifacts when moving the dragon. svn-id: r42652
2009-07-22* Moved scaling support from Animation to SpriteDenis Kasak
* Now each Sprite (and hence frame in an animation) can have a separate zoom (which is needed for some animations in the game) * Scale factors are not stored any more; instead, we only store scaled dimensions (since these are stored in the data files) and calculate the factors from those. svn-id: r42647
2009-07-20Made 'show walking map overlay' setting persist when changing rooms.Denis Kasak
svn-id: r42628
2009-07-20* Added scaling supportDenis Kasak
* Made the dragon scale when it is in different parts of the room * Added getters for relative coordinates (Animation::getRelativeX() and Animation::getRelativeY()) * Commented Game::loop() and Sprite::draw*() methods in more detail svn-id: r42627
2009-07-18* Added Animation::getFrame()Denis Kasak
* Added support for sorting animations when Z is changed later on (AnimationManager::sortAnimations()) * Added support for relative coordinates (Animation::setRelative()) * Fixed bug where AnimationManager::deleteOverlays() deleted all animations svn-id: r42579
2009-07-12Moved the delay mechanism from Animation to Drawable since each frame in an ↵Denis Kasak
animation can have a different delay. svn-id: r42427
2009-07-07* Added AnimationManager::deleteOverlays().Denis Kasak
* Fixed bug in AnimationManager::deleteAnimation() that could result in accessing the Common::List::end() sentinel value. svn-id: r42223
2009-07-05Renaming Animation -> AnimationManager and AnimObj -> Animation in light of ↵Denis Kasak
the new API change. svn-id: r42133
2009-07-05* API change for Animation and AnimObj; AnimObj is now a proper class and ↵Denis Kasak
each instance handles its own animation. Animation handles adding, fetching and deleting of AnimObjs (probably needs a namechange). * Implemented actual animation (previously only the first frame was display) * Implemented animation starting, stoping, looping * Loaded looping dragon animation as a test svn-id: r42114
2009-07-03Added support for playing and stopping animations.Denis Kasak
svn-id: r42075
2009-07-03Added deconstructor for Animation. Made Animation objects delete their ↵Denis Kasak
frames when deleteAll() or deleteAnimation() are called. svn-id: r42073
2009-07-03Implemented beginning of the animation engine.Denis Kasak
svn-id: r42068
2009-07-01Added empty animation.cpp and animation.h files.Denis Kasak
svn-id: r42000