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vcmi: add reverse effect animation type
To be used later with obstacle removal
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@@ -871,42 +871,43 @@ uint32_t CastAnimation::getAttackClimaxFrame() const
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return maxFrames / 2;
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, int effects):
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, int effects, bool reversed):
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BattleAnimation(owner),
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animation(std::make_shared<CAnimation>(animationName)),
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effectFlags(effects),
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effectFinished(false)
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effectFinished(false),
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reversed(reversed)
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{
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logAnim->debug("CPointEffectAnimation::init: effect %s", animationName);
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects):
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EffectAnimation(owner, animationName, effects)
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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battlehexes = hex;
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects):
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EffectAnimation(owner, animationName, effects)
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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assert(hex.isValid());
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battlehexes.push_back(hex);
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects):
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EffectAnimation(owner, animationName, effects)
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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positions = pos;
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects):
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EffectAnimation(owner, animationName, effects)
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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positions.push_back(pos);
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects):
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EffectAnimation(owner, animationName, effects)
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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assert(hex.isValid());
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battlehexes.push_back(hex);
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@@ -924,6 +925,13 @@ bool EffectAnimation::init()
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return false;
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}
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for (size_t i = 0; i < animation->size(size_t(BattleEffect::AnimType::DEFAULT)); ++i)
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{
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size_t current = animation->size(size_t(BattleEffect::AnimType::DEFAULT)) - 1 - i;
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animation->duplicateImage(size_t(BattleEffect::AnimType::DEFAULT), current, size_t(BattleEffect::AnimType::REVERSE));
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}
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if (screenFill())
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{
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for(int i=0; i * first->width() < owner.fieldController->pos.w ; ++i)
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@@ -935,6 +943,7 @@ bool EffectAnimation::init()
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be.effectID = ID;
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be.animation = animation;
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be.currentFrame = 0;
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be.type = reversed ? BattleEffect::AnimType::REVERSE : BattleEffect::AnimType::DEFAULT;
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for (size_t i = 0; i < std::max(battlehexes.size(), positions.size()); ++i)
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{
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