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Classic point and click adventure game engine
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/*******************************************************************************
* Copyright 2014 Rafael Garcia Moreno.
*
* 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.bladecoder.engine.actions;
import com.bladecoder.engine.anim.Tween;
import com.bladecoder.engine.model.AnimationRenderer;
import com.bladecoder.engine.model.SpriteActor;
import com.bladecoder.engine.model.VerbRunner;
import com.bladecoder.engine.model.World;
@ActionDescription("Sets the animation for an actor")
public class AnimationAction implements Action {
@ActionProperty(required = true)
@ActionPropertyDescription("The Animation to set")
private ActorAnimationRef animation;
@ActionProperty(required = true, defaultValue = "-1")
@ActionPropertyDescription("The times to repeat. -1 to infinity repeat")
private int count = -1;
@ActionProperty(required = true)
@ActionPropertyDescription("Waits to finish the animation.")
private boolean wait = true;
@ActionProperty(required = true, defaultValue = "SPRITE_DEFINED")
@ActionPropertyDescription("The repeat mode")
private Tween.Type repeat = Tween.Type.SPRITE_DEFINED;
@ActionProperty(required = true, defaultValue = "false")
@ActionPropertyDescription("Keeps the current actor animation direction.")
private boolean keepDirection = false;
private World w;
@Override
public void init(World w) {
this.w = w;
}
@Override
public boolean run(VerbRunner cb) {
// EngineLogger.debug(MessageFormat.format("ANIMATION_ACTION: {0}.{1}", animation.getActorId(), animation.getAnimationId()));
String actorId = animation.getActorId();
SpriteActor a = (SpriteActor) w.getCurrentScene().getActor(actorId, true);
String anim = animation.getAnimationId();
if(keepDirection) {
String c = ((AnimationRenderer)a.getRenderer()).getCurrentAnimationId();
if(anim.endsWith(AnimationRenderer.LEFT) && c.endsWith(AnimationRenderer.RIGHT) ||
anim.endsWith(AnimationRenderer.RIGHT) && c.endsWith(AnimationRenderer.LEFT)) {
anim = AnimationRenderer.getFlipId(anim);
}
}
a.startAnimation(anim, repeat, count, wait?cb:null);
return wait;
}
}