diff options
Diffstat (limited to 'composeApp/src/commonMain/kotlin/coffee/liz/ecs/animation/AnimationSystem.kt')
| -rw-r--r-- | composeApp/src/commonMain/kotlin/coffee/liz/ecs/animation/AnimationSystem.kt | 41 |
1 files changed, 14 insertions, 27 deletions
diff --git a/composeApp/src/commonMain/kotlin/coffee/liz/ecs/animation/AnimationSystem.kt b/composeApp/src/commonMain/kotlin/coffee/liz/ecs/animation/AnimationSystem.kt index 7ae405e..7968250 100644 --- a/composeApp/src/commonMain/kotlin/coffee/liz/ecs/animation/AnimationSystem.kt +++ b/composeApp/src/commonMain/kotlin/coffee/liz/ecs/animation/AnimationSystem.kt @@ -1,35 +1,27 @@ package coffee.liz.ecs.animation -import coffee.liz.ecs.System +import coffee.liz.ecs.TickedSystem import coffee.liz.ecs.World +import kotlin.time.Duration /** - * System that updates animation playback state for all entities with an Animator component. - * - * This system: - * - Updates elapsed time for playing animations - * - Advances frame indices based on frame duration - * - Handles loop modes (ONCE, LOOP, PING_PONG) - * - Stops animations when they complete (for ONCE mode) + * Updates animation playback state for all [Animator] components in [World]. */ -class AnimationSystem : System { - override fun update(world: World, deltaTime: Float) { - // Query all entities that have both Animator and SpriteSheet - world.query(Animator::class, SpriteSheet::class).forEach { entity -> - val animator = entity.get(Animator::class) ?: return@forEach - - // Skip if animation is not playing +class AnimationSystem(animationTickRate: Duration) : TickedSystem(animationTickRate) { + override fun update(world: World, ticks: Int) { + world.query(Animator::class).forEach { entity -> + val animator = entity.get(Animator::class) if (!animator.playing) return@forEach // Get the current animation clip val clip = animator.clips[animator.currentClip] ?: return@forEach // Accumulate elapsed time - animator.elapsed += deltaTime + animator.elapsedTicks += ticks // Advance frames while we have enough elapsed time - while (animator.elapsed >= clip.frameDuration) { - animator.elapsed -= clip.frameDuration + while (animator.elapsedTicks >= clip.frameTicks) { + animator.elapsedTicks -= clip.frameTicks advanceFrame(animator, clip) } } @@ -39,11 +31,10 @@ class AnimationSystem : System { * Advances the animation to the next frame based on loop mode. */ private fun advanceFrame(animator: Animator, clip: AnimationClip) { - animator.frameIndex += animator.direction + animator.frameIndex += animator.direction.step when (clip.loopMode) { LoopMode.ONCE -> { - // Play once and stop on last frame if (animator.frameIndex >= clip.frameNames.size) { animator.frameIndex = clip.frameNames.size - 1 animator.playing = false @@ -51,25 +42,21 @@ class AnimationSystem : System { } LoopMode.LOOP -> { - // Loop back to beginning if (animator.frameIndex >= clip.frameNames.size) { animator.frameIndex = 0 } else if (animator.frameIndex < 0) { - // Handle negative wrap (shouldn't happen in LOOP but be safe) animator.frameIndex = clip.frameNames.size - 1 } } LoopMode.PING_PONG -> { - // Bounce back and forth + // Go to (endFrame - 1) or (beginFrame + 1) ping ponging if (animator.frameIndex >= clip.frameNames.size) { - // Hit the end, reverse direction animator.frameIndex = (clip.frameNames.size - 2).coerceAtLeast(0) - animator.direction = -1 + animator.direction = AnimationDirection.BACKWARD } else if (animator.frameIndex < 0) { - // Hit the beginning, reverse direction animator.frameIndex = 1.coerceAtMost(clip.frameNames.size - 1) - animator.direction = 1 + animator.direction = AnimationDirection.FORWARD } } } |
