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com.badlogic.gdx.graphics.g2d.Animation Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.g2d;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.utils.Array;
/**
* An Animation stores a list of {@link TextureRegion}s representing an animated sequence, e.g. for running or jumping. Each
* region of an Animation is called a key frame, multiple key frames make up the animation.
*
*
* @author mzechner */
public class Animation {
/** Defines possible playback modes for an {@link Animation}. */
public enum PlayMode {
NORMAL,
REVERSED,
LOOP,
LOOP_REVERSED,
LOOP_PINGPONG,
LOOP_RANDOM,
}
final TextureRegion[] keyFrames;
private float frameDuration;
private float animationDuration;
private int lastFrameNumber;
private float lastStateTime;
private PlayMode playMode = PlayMode.NORMAL;
/** Constructor, storing the frame duration and key frames.
*
* @param frameDuration the time between frames in seconds.
* @param keyFrames the {@link TextureRegion}s representing the frames. */
public Animation (float frameDuration, Array extends TextureRegion> keyFrames) {
this.frameDuration = frameDuration;
this.animationDuration = keyFrames.size * frameDuration;
this.keyFrames = new TextureRegion[keyFrames.size];
for (int i = 0, n = keyFrames.size; i < n; i++) {
this.keyFrames[i] = keyFrames.get(i);
}
this.playMode = PlayMode.NORMAL;
}
/** Constructor, storing the frame duration, key frames and play type.
*
* @param frameDuration the time between frames in seconds.
* @param keyFrames the {@link TextureRegion}s representing the frames.
* @param playMode the animation playback mode. */
public Animation (float frameDuration, Array extends TextureRegion> keyFrames, PlayMode playMode) {
this.frameDuration = frameDuration;
this.animationDuration = keyFrames.size * frameDuration;
this.keyFrames = new TextureRegion[keyFrames.size];
for (int i = 0, n = keyFrames.size; i < n; i++) {
this.keyFrames[i] = keyFrames.get(i);
}
this.playMode = playMode;
}
/** Constructor, storing the frame duration and key frames.
*
* @param frameDuration the time between frames in seconds.
* @param keyFrames the {@link TextureRegion}s representing the frames. */
public Animation (float frameDuration, TextureRegion... keyFrames) {
this.frameDuration = frameDuration;
this.animationDuration = keyFrames.length * frameDuration;
this.keyFrames = keyFrames;
this.playMode = PlayMode.NORMAL;
}
/** Returns a {@link TextureRegion} based on the so called state time. This is the amount of seconds an object has spent in the
* state this Animation instance represents, e.g. running, jumping and so on. The mode specifies whether the animation is
* looping or not.
*
* @param stateTime the time spent in the state represented by this animation.
* @param looping whether the animation is looping or not.
* @return the TextureRegion representing the frame of animation for the given state time. */
public TextureRegion getKeyFrame (float stateTime, boolean looping) {
// we set the play mode by overriding the previous mode based on looping
// parameter value
PlayMode oldPlayMode = playMode;
if (looping && (playMode == PlayMode.NORMAL || playMode == PlayMode.REVERSED)) {
if (playMode == PlayMode.NORMAL)
playMode = PlayMode.LOOP;
else
playMode = PlayMode.LOOP_REVERSED;
} else if (!looping && !(playMode == PlayMode.NORMAL || playMode == PlayMode.REVERSED)) {
if (playMode == PlayMode.LOOP_REVERSED)
playMode = PlayMode.REVERSED;
else
playMode = PlayMode.LOOP;
}
TextureRegion frame = getKeyFrame(stateTime);
playMode = oldPlayMode;
return frame;
}
/** Returns a {@link TextureRegion} based on the so called state time. This is the amount of seconds an object has spent in the
* state this Animation instance represents, e.g. running, jumping and so on using the mode specified by
* {@link #setPlayMode(PlayMode)} method.
*
* @param stateTime
* @return the TextureRegion representing the frame of animation for the given state time. */
public TextureRegion getKeyFrame (float stateTime) {
int frameNumber = getKeyFrameIndex(stateTime);
return keyFrames[frameNumber];
}
/** Returns the current frame number.
* @param stateTime
* @return current frame number */
public int getKeyFrameIndex (float stateTime) {
if (keyFrames.length == 1) return 0;
int frameNumber = (int)(stateTime / frameDuration);
switch (playMode) {
case NORMAL:
frameNumber = Math.min(keyFrames.length - 1, frameNumber);
break;
case LOOP:
frameNumber = frameNumber % keyFrames.length;
break;
case LOOP_PINGPONG:
frameNumber = frameNumber % ((keyFrames.length * 2) - 2);
if (frameNumber >= keyFrames.length) frameNumber = keyFrames.length - 2 - (frameNumber - keyFrames.length);
break;
case LOOP_RANDOM:
int lastFrameNumber = (int) ((lastStateTime) / frameDuration);
if (lastFrameNumber != frameNumber) {
frameNumber = MathUtils.random(keyFrames.length - 1);
} else {
frameNumber = this.lastFrameNumber;
}
break;
case REVERSED:
frameNumber = Math.max(keyFrames.length - frameNumber - 1, 0);
break;
case LOOP_REVERSED:
frameNumber = frameNumber % keyFrames.length;
frameNumber = keyFrames.length - frameNumber - 1;
break;
}
lastFrameNumber = frameNumber;
lastStateTime = stateTime;
return frameNumber;
}
/** Returns the keyFrames[] array where all the TextureRegions of the animation are stored.
* @return keyFrames[] field */
public TextureRegion[] getKeyFrames () {
return keyFrames;
}
/** Returns the animation play mode. */
public PlayMode getPlayMode () {
return playMode;
}
/** Sets the animation play mode.
*
* @param playMode The animation {@link PlayMode} to use. */
public void setPlayMode (PlayMode playMode) {
this.playMode = playMode;
}
/** Whether the animation would be finished if played without looping (PlayMode#NORMAL), given the state time.
* @param stateTime
* @return whether the animation is finished. */
public boolean isAnimationFinished (float stateTime) {
int frameNumber = (int)(stateTime / frameDuration);
return keyFrames.length - 1 < frameNumber;
}
/** Sets duration a frame will be displayed.
* @param frameDuration in seconds */
public void setFrameDuration (float frameDuration) {
this.frameDuration = frameDuration;
this.animationDuration = keyFrames.length * frameDuration;
}
/** @return the duration of a frame in seconds */
public float getFrameDuration () {
return frameDuration;
}
/** @return the duration of the entire animation, number of frames times frame duration, in seconds */
public float getAnimationDuration () {
return animationDuration;
}
}
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