Animation API getting better but now need to resolve how it works with the frames.

This commit is contained in:
Zed A. Shaw 2026-01-30 23:26:35 -05:00
parent 785d0240da
commit d4e79f1d3d
7 changed files with 70 additions and 45 deletions

View file

@ -160,11 +160,11 @@ TEST_CASE("confirm transition changes work", "[animation-new]") {
textures::init();
animation::init();
auto sprite = *textures::get_sprite("rat_king_boss").sprite;
auto pos = sprite.getPosition();
auto scale = sprite.getScale();
auto anim = crafter();
sf::Vector2f pos{10,10};
sf::Vector2f scale{0.6, 0.6};
// also testing that onFrame being null means it's not run
REQUIRE(anim.onFrame == nullptr);
@ -175,12 +175,12 @@ TEST_CASE("confirm transition changes work", "[animation-new]") {
sf::Time start;
sf::Time delta;
while(anim.playing) {
start = clock.getElapsedTime();
anim.update();
anim.motion(pos, scale, 0.8f);
anim.motion(sprite, pos, scale);
std::this_thread::sleep_for(10ms);
fmt::println("POSITION: {},{}; SCALE: {},{}; current: {}; subframe: {}",
pos.x, pos.y, scale.x, scale.y, anim.$sequence.current, anim.$sequence.subframe);