shorten is_playing to playing
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3b6b946560
commit
e2f5126d0a
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@ -8,7 +8,7 @@ Animation::Animation()
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void Animation::play(float delay, bool play_once)
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{
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this->delay = delay;
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playing = true;
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play_state = true;
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paused = false;
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previous_step_time = timer.ms_elapsed();
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overflow = 0;
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@ -44,19 +44,19 @@ void Animation::unpause()
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void Animation::reset()
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{
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timer.toggle(false);
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playing = false;
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play_state = false;
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timer.reset();
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}
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bool Animation::is_playing(bool include_delay)
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bool Animation::playing(bool include_delay) const
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{
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return playing && !paused && (include_delay || delay <= 0);
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return play_state && !paused && (include_delay || delay <= 0);
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}
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void Animation::update()
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{
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timer.update();
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if (playing && !paused && containing_object->is_active())
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if (playing() && containing_object->is_active())
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{
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if (delay > 0)
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{
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@ -15,7 +15,7 @@ class Animation
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private:
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bool playing = false, ending = false, paused = false;
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bool play_state = false, ending = false, paused = false;
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int previous_step_time = 0;
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float delay = 0, overflow = 0, frame_length = 0;
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callback step = nullptr;
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@ -52,7 +52,7 @@ public:
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void pause();
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void unpause();
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void reset();
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bool is_playing(bool = true);
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bool playing(bool = true) const;
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void update();
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};
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@ -90,11 +90,11 @@ void SoundEffect::set_loop_forever()
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loops = -1;
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}
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bool SoundEffect::is_playing(bool include_delay)
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bool SoundEffect::playing(bool include_delay) const
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{
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if (include_delay)
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{
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if (play_animation.is_playing())
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if (play_animation.playing())
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{
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return true;
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}
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@ -46,7 +46,7 @@ struct SoundEffect : Node
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void set_volume(float);
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void set_loop_count(int);
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void set_loop_forever();
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bool is_playing(bool = false);
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bool playing(bool = false) const;
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void update();
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~SoundEffect();
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@ -3,11 +3,9 @@
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#include <string>
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#include <iostream>
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#include "glm/vec2.hpp"
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#include "json/json.hpp"
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#include "SDL.h"
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#include "filesystem.hpp"
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class Game;
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@ -862,13 +862,13 @@ void Sprite::update(const std::vector<Box>& subsections)
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}
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for (std::size_t box_ii = 0; box_ii < boxes.size(); box_ii++)
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{
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if (subsections.size() == 0 && !wipe_animation.is_playing(false))
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if (subsections.size() == 0 && !wipe_animation.playing(false))
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{
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SDL_RenderCopyF(renderer, texture, nullptr, &boxes[box_ii]);
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}
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else
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{
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if (wipe_animation.is_playing(false))
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if (wipe_animation.playing(false))
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{
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for (const Box& blind : get_current_wipe_blinds())
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{
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