sync_frame += start_frame * delay;
- if (mode & ANIM_LOOP) /* normal, looping animation */
+ if (mode & ANIM_LOOP) /* looping animation */
{
frame = (sync_frame % (delay * num_frames)) / delay;
}
- else if (mode & ANIM_LINEAR) /* normal, non-looping animation */
+ else if (mode & ANIM_LINEAR) /* linear (non-looping) animation */
{
frame = sync_frame / delay;
if (frame > num_frames - 1)
frame = num_frames - 1;
}
- else if (mode & ANIM_PINGPONG) /* use border frames once */
+ else if (mode & ANIM_PINGPONG) /* oscillate (border frames once) */
{
int max_anim_frames = 2 * num_frames - 2;
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame);
}
- else if (mode & ANIM_PINGPONG2) /* use border frames twice */
+ else if (mode & ANIM_PINGPONG2) /* oscillate (border frames twice) */
{
int max_anim_frames = 2 * num_frames;
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
}
+ else if (mode & ANIM_RANDOM) /* play frames in random order */
+ {
+ /* note: expect different frames for the same delay cycle! */
+
+ if (anim.random_frame < 0)
+ frame = SimpleRND(num_frames);
+ else
+ frame = anim.random_frame % num_frames;
+ }
if (mode & ANIM_REVERSE) /* use reverse animation direction */
frame = num_frames - frame - 1;
boolean (*redraw_needed_function)(void),
struct ToonInfo *toons, int num_toons,
int startx, int starty,
- int width, int height)
+ int width, int height,
+ int frame_delay_value)
{
screen_info.save_buffer = save_buffer;
screen_info.update_function = update_function;
screen_info.starty = starty;
screen_info.width = width;
screen_info.height = height;
+ screen_info.frame_delay_value = frame_delay_value;
}
void DrawAnim(Bitmap *toon_bitmap, GC toon_clip_gc,
{
horiz_move = (anim->direction & (ANIMDIR_LEFT | ANIMDIR_RIGHT));
vert_move = (anim->direction & (ANIMDIR_UP | ANIMDIR_DOWN));
- anim_delay_value = anim->move_delay;
+ anim_delay_value = anim->step_delay * screen_info.frame_delay_value;
frame = getAnimationFrame(anim->anim_frames, anim->anim_delay,
- anim->anim_mode, anim->start_frame,
+ anim->anim_mode, anim->anim_start_frame,
animation_frame_counter++);
if (horiz_move)
if (anim->direction == ANIMDIR_RIGHT)
{
- delta_x = anim->stepsize;
+ delta_x = anim->step_offset;
pos_x = -anim->width + delta_x;
}
else
{
- delta_x = -anim->stepsize;
+ delta_x = -anim->step_offset;
pos_x = screen_info.width + delta_x;
}
delta_y = 0;
if (anim->direction == ANIMDIR_DOWN)
{
- delta_y = anim->stepsize;
+ delta_y = anim->step_offset;
pos_y = -anim->height + delta_y;
}
else
{
- delta_y = -anim->stepsize;
+ delta_y = -anim->step_offset;
pos_y = screen_info.width + delta_y;
}
delta_x = 0;
}
}
- if (pos_x <= -anim->width - anim->stepsize ||
- pos_x >= screen_info.width + anim->stepsize ||
- pos_y <= -anim->height - anim->stepsize ||
- pos_y >= screen_info.height + anim->stepsize)
+ if (pos_x <= -anim->width - anim->step_offset ||
+ pos_x >= screen_info.width + anim->step_offset ||
+ pos_y <= -anim->height - anim->step_offset ||
+ pos_y >= screen_info.height + anim->step_offset)
return TRUE;
if (!DelayReached(&anim_delay, anim_delay_value))
else if (pos_y > screen_info.height)
pos_y = screen_info.height;
- pad_x = (horiz_move ? anim->stepsize : 0);
- pad_y = (vert_move ? anim->stepsize : 0);
+ pad_x = (horiz_move ? anim->step_offset : 0);
+ pad_y = (vert_move ? anim->step_offset : 0);
src_x = anim->src_x + frame * anim->width;
src_y = anim->src_y;
dest_x = pos_x;
pos_y += delta_y;
frame = getAnimationFrame(anim->anim_frames, anim->anim_delay,
- anim->anim_mode, anim->start_frame,
+ anim->anim_mode, anim->anim_start_frame,
animation_frame_counter++);
return FALSE;