SDL#4 Gestion de update a optimiser (uniquement si qqch a faire et pas en continu
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@ -31,12 +31,12 @@ int main(int argc, char* argv[]) {
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xSpriteAnimation mario_mystery_block(
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mgr,
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"src/mario_crop.png",
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(SDL_Rect){0, 0, 20, 20}
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(SDL_Rect){0, 0, 50, 50}
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);
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mario_mystery_block.addFrame(4, 2);
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mario_mystery_block.addFrame(5, 2);
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mario_mystery_block.addFrame(6, 2);
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mario_mystery_block.addFrame(7, 2);
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mario_mystery_block.addFrame( (SDL_Rect){4*19, 2*20, 20, 20} );
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mario_mystery_block.addFrame( (SDL_Rect){5*19, 2*20, 20, 20} );
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mario_mystery_block.addFrame( (SDL_Rect){6*19, 2*20, 20, 20} );
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mario_mystery_block.addFrame( (SDL_Rect){7*19, 2*20, 20, 20} );
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mario_mystery_block.start(200, SPRITE_ANIM_INFINITE);
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@ -44,12 +44,12 @@ int main(int argc, char* argv[]) {
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xSpriteAnimation mario_green_shell(
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mgr,
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"src/mario_crop.png",
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(SDL_Rect){50, 50, 20, 20}
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(SDL_Rect){50, 0, 50, 50}
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);
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mario_green_shell.addFrame(4, 11);
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mario_green_shell.addFrame(5, 11);
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mario_green_shell.addFrame(6, 11);
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mario_green_shell.addFrame(7, 11);
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mario_green_shell.addFrame( (SDL_Rect){4*19, 210, 20, 20} );
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mario_green_shell.addFrame( (SDL_Rect){5*19, 210, 20, 20} );
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mario_green_shell.addFrame( (SDL_Rect){6*19, 210, 20, 20} );
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mario_green_shell.addFrame( (SDL_Rect){7*19, 210, 20, 20} );
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mario_green_shell.start(200, SPRITE_ANIM_INFINITE);
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@ -64,13 +64,14 @@ int main(int argc, char* argv[]) {
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running = true;
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while(running){
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// Gestion d'un evenement
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mgr->waitEvent(SDL_QUIT, &quitEventHandler);
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// cout << "Main loop" << endl;
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mgr->update();
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// Gestion des FPS (vitesse de la boucle)
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mgr->manageFps();
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mgr->update(); // Mise a jour du rendu
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}
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@ -87,6 +88,6 @@ int main(int argc, char* argv[]) {
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void quitEventHandler(SDL_Event *e){
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cout << "Ferme" << endl;
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cout << "Exiting program" << endl;
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running = false;
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}
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BIN
SDL#4/main.o
BIN
SDL#4/main.o
Binary file not shown.
Binary file not shown.
After Width: | Height: | Size: 63 KiB |
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@ -13,7 +13,7 @@ xSpriteAnimation::xSpriteAnimation(xManager *manager, const char *url, SDL_Rect
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_manager = manager;
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_texture = NULL;
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_clip = viewport;
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_viewport = viewport;
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/* (2) On charge le spritesheet */
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@ -27,19 +27,22 @@ xSpriteAnimation::xSpriteAnimation(xManager *manager, const char *url, SDL_Rect
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/* [ADDFRAME] Ajout d'une frame d'animation
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=========================================================*/
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void xSpriteAnimation::addFrame(float x, float y){
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void xSpriteAnimation::addFrame(SDL_Rect clip){
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// On ajoute une frame
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_frames.push_back( (SDL_Rect){
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(int) x*_clip.w,
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(int) y*_clip.h,
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(int) _clip.w,
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(int) _clip.h
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});
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clip.x,
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clip.y,
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clip.w,
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clip.h
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} );
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}
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/* [MANAGER] Retourne le manager
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=========================================================*/
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xManager *xSpriteAnimation::manager(){ return _manager; }
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@ -62,6 +65,8 @@ void xSpriteAnimationProcess(xSpriteAnimation *xSA, int t, int flags){
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// On met a jour la frame
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xSA->_frame = xSA->_frames[i];
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// xSA->manager()->update();
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if( SDL_GetTicks()-timer < t )
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SDL_Delay( t - (SDL_GetTicks()-timer) );
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@ -93,7 +98,7 @@ void xSpriteAnimationProcess(xSpriteAnimation *xSA, int t, int flags){
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=========================================================*/
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void xSpriteAnimation::start(int t, int flags){
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/* (1) On ajoute le sprite au rendu */
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_manager->push(_texture, &_frame, &_clip);
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_manager->push(_texture, &_frame, &_viewport);
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/* (2) On lance l'animation */
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_animation = new thread(xSpriteAnimationProcess, this, t, flags);
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@ -107,5 +112,9 @@ void xSpriteAnimation::start(int t, int flags){
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/* [STOP] Arrete l'animation
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=========================================================*/
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void xSpriteAnimation::stop(){
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/* (1) On arrete l'animation */
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delete _animation;
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/* (2) On retire le sprite du rendu */
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_manager->pull(_texture);
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}
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@ -8,18 +8,23 @@
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xSpriteAnimation(xManager *manager, const char *url, SDL_Rect viewport); // Spritesheet avec taille de chaque sprite
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~xSpriteAnimation();
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void addFrame(float x=0.0, float y=0.0); // Ajoute une frame en fonction des coordonnees
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void addFrame(SDL_Rect clip); // Ajoute une frame en fonction des coordonnees
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// GETTER
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xManager *manager();
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// Gestion de l'animation
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void start(int t, int flags=SPRITE_ANIM_ONCE);
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void stop();
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private:
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xManager *_manager;
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SDL_Texture *_texture;
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// Taille unitaire d'une sprite
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SDL_Rect _clip;
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// Position de l'animation
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SDL_Rect _viewport;
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// Contiendra les frames
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vector<SDL_Rect> _frames;
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