- #include <SFML/Window.hpp>
- #include <SFML/Graphics.hpp>
- #include <iostream>
- #include <vector>
- using namespace std;
- using namespace sf;
- class AnimatedSprite : public Sprite
- {
- private:
- Texture texture;
- vector<IntRect>frames_;
- float current_frame_time_ = 0.0;
- int current_frame_index_ = 0;
- float fps_ = 4.0;
- float v_x = 0.0;
- float v_y = 0.0;
- float acc_x = 0.0;
- float acc_y = 50.0;
- public:
- AnimatedSprite(Vector2f position)
- {
- texture.loadFromFile("character.png");
- setTexture(texture);
- setPosition(position);
- setScale(4,4);
- }
- void add_animation_frame(IntRect frame)
- {
- if(frames_.empty())
- {
- setTextureRect(frame);
- }
- frames_.push_back(frame);
- }
- void step(float delta_t)
- {
- v_x += delta_t*acc_x;
- v_y += delta_t*acc_y;
- current_frame_time_ +=delta_t;
- cerr<<current_frame_time_<<endl;
- while (current_frame_time_>= (1.0/fps_))
- {
- current_frame_time_ -= (1.0/fps_);
- current_frame_index_ = (current_frame_index_ +1) % frames_.size();
- setTextureRect(frames_[current_frame_index_]);
- }
- if(Keyboard::isKeyPressed(Keyboard::W))
- {
- move(0,-v_y*delta_t);
- // add_animation_frame(IntRect(0, 0, 32, 32));
- }
- if(Keyboard::isKeyPressed(Keyboard::S))
- {
- move(0,v_y*delta_t);
- // add_animation_frame(IntRect(0, 0, 32, 32));
- }
- if(Keyboard::isKeyPressed(Keyboard::A))
- {
- move(-v_x*delta_t,0);
- // add_animation_frame(IntRect(0, 0, 32, 32));
- }
- if(Keyboard::isKeyPressed(Keyboard::D))
- {
- move(v_x*delta_t,0);
- // add_animation_frame(IntRect(0, 0, 32, 32));
- }
- }
- };
- int main() {
- // create the window
- sf::RenderWindow window(sf::VideoMode(800, 600), "My window");
- AnimatedSprite hero(Vector2f(600,100));
- hero.add_animation_frame({0,0,50,37});
- hero.add_animation_frame({50,0,50,37});
- hero.add_animation_frame({100,0,50,37});
- Clock clock;
- // run the program as long as the window is open
- while (window.isOpen()) {
- float delta_t = float (clock.getElapsedTime().asMicroseconds())/1000000.0;
- clock.restart();
- // check all the window's events that were triggered since the last iteration of the loop
- sf::Event event;
- while (window.pollEvent(event))
- {
- // "close requested" event: we close the window
- if (event.type == sf::Event::Closed)
- window.close();
- }
- hero.step(delta_t);
- // clear the window with black color
- window.clear(sf::Color::Black);
- window.draw(hero);
- // draw everything here...
- // end the current frame
- window.display();
- }
- return 0;
- }