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//-----------------------------------------------------------------------------
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// File: Sprite.h
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//
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// Desc: A bitmap Actor that animates and moves around.
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//
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// Copyright (c) 2001 Chris Danford. All rights reserved.
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//-----------------------------------------------------------------------------
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#ifndef _SPRITE_H_
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#define _SPRITE_H_
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#include "Actor.h"
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#include "RageUtil.h"
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#include "RageTexture.h"
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#define MAX_SPRITE_STATES 256
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class Sprite: public Actor
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{
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public:
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Sprite();
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virtual ~Sprite();
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enum SpriteEffect { no_effect,
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blinking, camelion, glowing,
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wagging, spinning,
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vibrating, flickering
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};
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BOOL LoadFromTexture( CString sTexturePath );
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BOOL LoadFromSpriteFile( CString sSpritePath );
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VOID PrintDebugInfo();
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virtual void Draw();
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virtual void Update( const FLOAT &fDeltaTime );
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void StartAnimating() { m_bIsAnimating = TRUE; };
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void StopAnimating() { m_bIsAnimating = FALSE; };
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void SetState( UINT uNewState );
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UINT GetNumStates() { return m_uNumStates; };
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CString GetTexturePath() { return m_sTexturePath; };
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VOID SetCustomSrcRect( RECT newRect ); // for cropping or flipping
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VOID SetEffectNone();
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VOID SetEffectBlinking( FLOAT fDeltaPercentPerSecond = 2.5,
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D3DXCOLOR Color = D3DXCOLOR(0.5f,0.5f,0.5f,1),
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D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
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VOID SetEffectCamelion( FLOAT fDeltaPercentPerSecond = 2.5,
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D3DXCOLOR Color = D3DXCOLOR(0,0,0,1),
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D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
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VOID SetEffectGlowing( FLOAT fDeltaPercentPerSecond = 2.5,
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D3DXCOLOR Color = D3DXCOLOR(0.4f,0.4f,0.4f,0),
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D3DXCOLOR Color2 = D3DXCOLOR(1.0f,1.0f,1.0f,0) );
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VOID SetEffectWagging( FLOAT fWagRadians = 0.2,
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FLOAT fWagPeriod = 2.0 );
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VOID SetEffectSpinning( FLOAT fRadsPerSpeed = 2.0 );
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VOID SetEffectVibrating( FLOAT fVibrationDistance = 5.0 );
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VOID SetEffectFlickering();
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SpriteEffect GetEffect() { return m_Effect; };
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VOID SetBlendMode( BOOL bBlendAdd ) { m_bBlendAdd = bBlendAdd; };
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protected:
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void Init();
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BOOL LoadTexture( CString sTexture );
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CString m_sSpritePath;
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LPRageTexture m_pTexture;
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CString m_sTexturePath;
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UINT m_uFrame[MAX_SPRITE_STATES]; // array of indicies into m_rectBitmapFrames
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FLOAT m_fDelay[MAX_SPRITE_STATES];
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UINT m_uNumStates;
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UINT m_uCurState;
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BOOL m_bIsAnimating;
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FLOAT m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
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BOOL m_bBlendAdd;
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BOOL m_bUsingCustomSrcRect;
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RECT m_rectCustomSrcRect;
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SpriteEffect m_Effect;
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// Counting variables for sprite effects:
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// camelion and glowing:
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// D3DXCOLOR m_Color2;
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FLOAT m_fPercentBetweenColors;
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BOOL m_bTweeningTowardEndColor; // TRUE is fading toward end_color, FALSE if fading toward start_color
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FLOAT m_fDeltaPercentPerSecond; // percentage change in tweening per second
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// wagging:
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FLOAT m_fWagRadians;
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FLOAT m_fWagPeriod; // seconds to complete a wag (back and forth)
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FLOAT m_fWagTimer; // num of seconds into this wag
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// spinning:
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FLOAT m_fSpinSpeed; // radians per second
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// vibrating:
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FLOAT m_fVibrationDistance;
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// flickering:
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BOOL m_bVisibleThisFrame;
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};
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#endif
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