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Facilities for making networked multiplayer games.
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//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.media.animation;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import com.threerings.media.util.FrameSequencer;
import com.threerings.media.util.MultiFrameImage;
/**
* Animates a sequence of image frames in place with a particular frame
* rate.
*/
public class MultiFrameAnimation extends Animation
{
/**
* Creates a multi-frame animation with the specified source image
* frames and the specified target frame rate (in frames per second).
*
* @param frames the source frames of the animation.
* @param fps the target number of frames per second.
* @param loop whether the animation should loop indefinitely or
* finish after one shot.
*/
public MultiFrameAnimation (
MultiFrameImage frames, double fps, boolean loop)
{
this(frames, new FrameSequencer.ConstantRate(fps, loop));
}
/**
* Creates a multi-frame animation with the specified source image
* frames and the specified target frame rate (in frames per second).
*/
public MultiFrameAnimation (MultiFrameImage frames, FrameSequencer seeker)
{
// we'll set up our bounds via setLocation() and in reset()
super(new Rectangle());
_frames = frames;
_seeker = seeker;
// reset ourselves to start things off
reset();
}
@Override
public Rectangle getBounds ()
{
// fill in the bounds with our current animation frame's bounds
return _bounds;
}
@Override
public void reset ()
{
super.reset();
// set the frame number to -1 so that we don't ignore the
// transition to frame zero on the first call to tick()
_fidx = -1;
// reset our frame sequencer
setFrameIndex(_seeker.init(_frames));
if (_seeker instanceof AnimationFrameSequencer) {
((AnimationFrameSequencer) _seeker).setAnimation(this);
}
}
@Override
public void tick (long tickStamp)
{
int fidx = _seeker.tick(tickStamp);
if (fidx == -1) {
_finished = true;
} else if (fidx != _fidx) {
// make a note of our current bounds
Rectangle obounds = new Rectangle(_bounds);
// update our frame index and bounds
setFrameIndex(fidx);
// invalidate our old and new bounds
invalidateAfterChange(obounds);
}
}
/**
* Sets the frame index and updates our dimensions.
*/
protected void setFrameIndex (int fidx)
{
_fidx = fidx;
_bounds.width = _frames.getWidth(_fidx);
_bounds.height = _frames.getHeight(_fidx);
}
@Override
public void paint (Graphics2D gfx)
{
_frames.paintFrame(gfx, _fidx, _bounds.x, _bounds.y);
}
@Override
public void fastForward (long timeDelta)
{
_seeker.fastForward(timeDelta);
}
protected MultiFrameImage _frames;
protected FrameSequencer _seeker;
protected int _fidx;
}
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