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enum | State { IDLE,
RUNNING,
FINISHED
} |
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void | setState (State state) |
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◆ updateObjects()
void MutationOfJB::ObjectAnimationTask::updateObjects |
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Advances every object animation in the current scene to the next frame.
Normally the animation restarts after the last object frame. However, some animations have random elements to them. If _randomFrame is set, the animation restarts when _randomFrame is reached. Additionally, there is a chance with each frame until _randomFrame that the animation may jump straight to _randomFrame and continue until the last frame, then wrap around to the first frame.
Randomness is used to introduce variety - e.g. in the starting scene a perched bird occasionally spreads its wings.
◆ handleHardcodedAnimation()
bool MutationOfJB::ObjectAnimationTask::handleHardcodedAnimation |
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Object *const |
object | ) |
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Nasty, hacky stuff the original game does to make some complex animations in the Carnival and Tavern Earthquake scenes possible.
- Parameters
-
- Returns
- Whether to draw the object. It's important to respect this, otherwise some of the hardcoded animations would suffer from graphical glitches.
The documentation for this class was generated from the following file: