xmario/xSDL/xSpriteGroup.cpp

64 lines
1.3 KiB
C++
Raw Normal View History

#include "xSpriteGroup.h"
/** clean SDL objects */
xSpriteGroup::~xSpriteGroup(){
_mutex.lock();
_sprites.clear();
_mutex.unlock();
}
/** default constructor */
xSpriteGroup::xSpriteGroup(){
}
/** adds a sprite to the group */
void xSpriteGroup::add(xSprite* sprite){
_mutex.lock();
_sprites.insert(sprite);
_mutex.unlock();
}
/** removes a sprite from the group */
void xSpriteGroup::remove(xSprite* sprite){
_mutex.lock();
_sprites.erase(sprite);
_mutex.unlock();
}
/** set absolute move for each sprite */
void xSpriteGroup::moveTo(int x, int y){
_mutex.lock();
_move.x = x;
_move.y = y;
_mutex.unlock();
}
/** draws to renderer */
void xSpriteGroup::draw(SDL_Renderer* renderer){
_mutex.lock();
set<xSprite*>::iterator it;
for( it = _sprites.begin() ; it != _sprites.end() ; it++ ){
(*it)->draw(renderer);
}
_mutex.unlock();
}
/** animation process */
void xSpriteGroup::tick(const uint32_t ticks){
_mutex.lock();
uint32_t time_index = ticks / _animation_interval;
_active_sprite = time_index % _sprites.size();
_mutex.unlock();
}
/** orchestrate the animation */
void xSpriteGroup::animate(uint32_t interval){
_animation_interval = interval;
xApplication::get()->addOrchestrable(this);
}
/** stops orchestrating the animation */
void xSpriteGroup::freeze(){
xApplication::get()->removeOrchestrable(this);
}