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path: root/src/CSprite.h
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//--------------------------------------------------------------------------------------------------
// CSprite.
// A class to represent a game sprite.
// The sprite system is simple: we grab the background from the screen and then store it in the 
// CSurface *mBackroung variable. After that we draw the sprite frame onto the screen, and before we
// draw the next frame, we restore the screen from mBackground.
//--------------------------------------------------------------------------------------------------

#ifndef __CSPRITE_H__
#define __CSPRITE_H__

#include <math.h>
#include "CParticle.h"
#include "CSpriteAnimation.h"
#include "CSurface.h"

class CSprite
{
	public:
		CSprite(void);
		CSprite(CSpriteAnimation *aSpriteAnimation, CSurface *aScreen);
		~CSprite(void);
		void destroy(void);

		void update(void);
		void render(void);

		void setXVel(float aXVel);
		void setYVel(float aYVel);

		void setAnim(int startFrame, int endFrame, bool isLooping);
		void setRenderOffsets(int aOffsetX, int aOffsetY);

		void setXY(int aX, int aY);
		int getIntX(void);
		int getIntY(void);

	private:
		void saveBackground(void);
		void restoreBackground(void);
		void draw(void);
		bool mDrawn;

		// A pointer to the sprite animation (all the frame images) for this sprite.
		CSpriteAnimation *mSpriteAnimation;
		// Used to redraw the background after drawing the frame.
		CSurface *mBackground;
		// Pointer to the screen surface.
		CSurface *mScreen;

		// Tells us whether this sprite is currently animating or not.
		bool mAnimating;

		// Used when clearing the screen.
		int mOldX;
		int mOldY;

		// Time of the last update.
		long mLastUpdate;

		// Current frame of the animation.
		int mFrame;

		// Position of the sprite and its forces.
		CParticle *mParticle;

		// Variables for the animations.
		int mStartFrame;
		int mEndFrame;
		bool mIsLooping;

		// Rendering offsets.
		int mOffsetX;
		int mOffsetY;
};

#endif /* __CSPRITE_H__ */