diff options
-rw-r--r-- | 2d/sprite.scm | 47 |
1 files changed, 27 insertions, 20 deletions
diff --git a/2d/sprite.scm b/2d/sprite.scm index 5170a29..5719cd8 100644 --- a/2d/sprite.scm +++ b/2d/sprite.scm @@ -240,32 +240,38 @@ size." (%make-animation-state animation frame-index frame-time playing) animation-state? (animation animation-state-animation) - (frame-index animation-state-frame-index set-animation-state-frame-index!) - (frame-time animation-state-frame-time set-animation-state-frame-time!) - (playing animation-state-playing? set-animation-state-playing!)) + (frame-index animation-state-frame-index) + (frame-time animation-state-frame-time) + (playing animation-state-playing?)) (define (make-animation-state animation) (%make-animation-state animation 0 0 #t)) (define (update-animation-state state) "Increments the frame time for the animation state and determines -which frame to show." +which frame to show. Returns a new animation-state object." (let ((frame-time (1+ (animation-state-frame-time state))) + (frame-index (animation-state-frame-index state)) + (playing (animation-state-playing? state)) (animation (animation-state-animation state))) - (if (and (animation-state-playing? state) - (= frame-time (animation-duration animation))) - ;; Move to the next frame. If we exceeed the length of the - ;; animation then start back at 0. - (let ((frame-index (modulo (1+ (animation-state-frame-index state)) - (animation-length animation)))) - (set-animation-state-frame-time! state 0) - (set-animation-state-frame-index! state frame-index) - ;; Stop the animation if we've played it once already and - ;; the animation does not loop. - (when (and (= frame-index 0) - (not (animation-loop? animation))) - (set-animation-state-playing! state #f))) - (set-animation-state-frame-time! state frame-time)))) + + ;; Return the same state object if the animation is not playing. + (cond ((not playing) + state) + ;; Return a new state object with a reset frame-index and + ;; frame-time if we've reached the end of the animation. + ;; Stops playing the animation if the animation does not + ;; loop. + ((and playing (= frame-time (animation-duration animation))) + (let* ((frame-index (modulo (1+ frame-index) + (animation-length animation))) + (frame-time 0) + (playing (or (not (= frame-index 0)) + (animation-loop? animation)))) + (%make-animation-state animation frame-index frame-time playing))) + ;; Return a new state object with an incremented frame index. + (else + (%make-animation-state animation frame-index frame-time playing))))) (define (animation-state-frame state) (animation-frame (animation-state-animation state) @@ -301,7 +307,7 @@ which frame to show." (color sprite-color set-sprite-color!) (anchor sprite-anchor set-sprite-anchor!) (vertices sprite-vertices set-sprite-vertices!) - (animation-state sprite-animation-state)) + (animation-state sprite-animation-state set-sprite-animation-state!)) (define* (make-sprite drawable #:optional #:key (position #(0 0)) (scale #(1 1)) (rotation 0) (color #xffffffff) (anchor 'center)) @@ -419,7 +425,8 @@ sprite." "Renders a sprite. A sprite batch will be used if one is currently bound." (when (animation? (sprite-drawable sprite)) - (update-animation-state (sprite-animation-state sprite))) + (let ((state (update-animation-state (sprite-animation-state sprite)))) + (set-sprite-animation-state! sprite state))) (if *sprite-batch* (draw-sprite-batched sprite) |