29#ifndef NOMLIB_ACTIONS_SPRITE_BATCH_ACTION_HPP
30#define NOMLIB_ACTIONS_SPRITE_BATCH_ACTION_HPP
34#include "nomlib/config.hpp"
35#include "nomlib/actions/IActionObject.hpp"
50 typedef IActionObject derived_type;
62 real32 frame_interval_seconds );
66 virtual std::unique_ptr<IActionObject>
clone()
const override;
72 virtual void pause(real32 delta_time)
override;
74 virtual void resume(real32 delta_time)
override;
76 virtual void rewind(real32 delta_time)
override;
81 static const char* DEBUG_CLASS_NAME;
84 update(real32 t, real32 b, real32 c, real32 d);
86 void first_frame(real32 delta_time);
87 void last_frame(real32 delta_time);
FrameState
The update status of the action.
virtual void release() override
Free externally referenced resources held by the action.
virtual IActionObject::FrameState prev_frame(real32 delta_time) override
Play the action backwards in time by one time step.
real32 frame_interval_
The delay (in seconds) before displaying the next texture.
virtual void resume(real32 delta_time) override
Resume the internal state of the action.
virtual std::unique_ptr< IActionObject > clone() const override
Create a deep copy instance of the action.
SpriteBatchAction(const std::shared_ptr< SpriteBatch > &drawable, real32 frame_interval_seconds)
Animate a sprite using a sprite sheet.
friend class ActionTest
Allow access into our private parts for unit testing.
uint32 initial_frame_
The initial sprite sheet frame to animate from.
virtual void pause(real32 delta_time) override
Freeze the action's internal state.
std::shared_ptr< SpriteBatch > drawable_
The drawable sprite.
virtual IActionObject::FrameState next_frame(real32 delta_time) override
Play the action forward in time by one time step.
real32 total_displacement_
The total number of sprite sheet frames to animate.
virtual void rewind(real32 delta_time) override
Reset the internal state of the action back to its initial starting values.
Extended sprite rendering using sprite sheets.