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com.brashmonkey.spriter.Player Maven / Gradle / Ivy
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overlap2d-runtime-libgdx provides functionality to load, manipulate and render scenes generated by Overlap2D.
package com.brashmonkey.spriter;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Iterator;
import java.util.List;
import com.brashmonkey.spriter.Entity.CharacterMap;
import com.brashmonkey.spriter.Entity.ObjectInfo;
import com.brashmonkey.spriter.Mainline.Key.BoneRef;
import com.brashmonkey.spriter.Mainline.Key.ObjectRef;
import com.brashmonkey.spriter.Timeline.Key.Bone;
import com.brashmonkey.spriter.Timeline.Key.Object;
/**
* A Player instance is responsible for updating an {@link Animation} properly.
* With the {@link #update()} method an instance of this class will increase its current time
* and update the current set animation ({@link #setAnimation(Animation)}).
* A Player can be positioned with {@link #setPivot(float, float)}, scaled with {@link #setScale(float)},
* flipped with {@link #flip(boolean, boolean)} and rotated {@link #setAngle(float)}.
* A Player has various methods for runtime object manipulation such as {@link #setBone(String, Bone)} or {@link #setObject(String, Bone)}.
* Events like the ending of an animation can be observed with the {@link PlayerListener} interface.
* Character maps can be changed on the fly, just by assigning a character maps to {@link #characterMaps}, setting it to null
will remove the current character map.
*
* @author Trixt0r
*
*/
public class Player {
protected Entity entity;
Animation animation;
int time;
public int speed;
Timeline.Key[] tweenedKeys, unmappedTweenedKeys;
private Timeline.Key[] tempTweenedKeys, tempUnmappedTweenedKeys;
private List listeners;
public final List attachments = new ArrayList();
Timeline.Key.Bone root = new Timeline.Key.Bone(new Point(0,0));
private final Point position = new Point(0,0), pivot = new Point(0,0);
private final HashMap objToTimeline = new HashMap();
private float angle;
private boolean dirty = true;
public CharacterMap[] characterMaps;
private Rectangle rect;
public final Box prevBBox;
private BoneIterator boneIterator;
private ObjectIterator objectIterator;
private Mainline.Key currentKey, prevKey;
public boolean copyObjects = true;
/**
* Creates a {@link Player} instance with the given entity.
* @param entity the entity this player will animate
*/
public Player(Entity entity){
this.boneIterator = new BoneIterator();
this.objectIterator = new ObjectIterator();
this.speed = 15;
this.rect = new Rectangle(0,0,0,0);
this.prevBBox = new Box();
this.listeners = new ArrayList();
this.setEntity(entity);
}
/**
* Updates this player.
* This means the current time gets increased by {@link #speed} and is applied to the current animation.
*/
public void update(){
for(PlayerListener listener: listeners)
listener.preProcess(this);
if(dirty) this.updateRoot();
this.animation.update(time, root);
this.currentKey = this.animation.currentKey;
if(prevKey != currentKey){
for(PlayerListener listener: listeners)
listener.mainlineKeyChanged(prevKey, currentKey);
prevKey = currentKey;
}
if(copyObjects){
tweenedKeys = tempTweenedKeys;
unmappedTweenedKeys = tempUnmappedTweenedKeys;
this.copyObjects();
}
else{
tweenedKeys = animation.tweenedKeys;
unmappedTweenedKeys = animation.unmappedTweenedKeys;
}
for(Attachment attach: attachments)
attach.update();
for(PlayerListener listener: listeners)
listener.postProcess(this);
this.increaseTime();
}
private void copyObjects(){
for(int i = 0; i < animation.tweenedKeys.length; i++){
this.tweenedKeys[i].active = animation.tweenedKeys[i].active;
this.unmappedTweenedKeys[i].active = animation.unmappedTweenedKeys[i].active;
this.tweenedKeys[i].object().set(animation.tweenedKeys[i].object());
this.unmappedTweenedKeys[i].object().set(animation.unmappedTweenedKeys[i].object());
}
}
private void increaseTime(){
time += speed;
if(time > animation.length){
time = time-animation.length;
for(PlayerListener listener: listeners)
listener.animationFinished(animation);
}
if(time < 0){
for(PlayerListener listener: listeners)
listener.animationFinished(animation);
time += animation.length;
}
}
private void updateRoot(){
this.root.angle = angle;
this.root.position.set(pivot);
this.root.position.rotate(angle);
this.root.position.translate(position);
dirty = false;
}
/**
* Returns a time line bone at the given index.
* @param index the index of the bone
* @return the bone with the given index.
*/
public Bone getBone(int index){
return this.unmappedTweenedKeys[getCurrentKey().getBoneRef(index).timeline].object();
}
/**
* Returns a time line object at the given index.
* @param index the index of the object
* @return the object with the given index.
*/
public Object getObject(int index){
return (Object) this.unmappedTweenedKeys[getCurrentKey().getObjectRef(index).timeline].object();
}
/**
* Returns the index of a time line bone with the given name.
* @param name the name of the bone
* @return the index of the bone or -1 if no bone exists with the given name
*/
public int getBoneIndex(String name){
for(BoneRef ref: getCurrentKey().boneRefs)
if(animation.getTimeline(ref.timeline).name.equals(name))
return ref.id;
return -1;
}
/**
* Returns a time line bone with the given name.
* @param name the name of the bone
* @return the bone with the given name
* @throws ArrayIndexOutOfBoundsException if no bone exists with the given name
* @throws NullPointerException if no bone exists with the given name
*/
public Bone getBone(String name){
return this.unmappedTweenedKeys[animation.getTimeline(name).id].object();
}
/**
* Returns a bone reference for the given time line bone.
* @param bone the time line bone
* @return the bone reference for the given bone
* @throws NullPointerException if no reference for the given bone was found
*/
public BoneRef getBoneRef(Bone bone){
return this.getCurrentKey().getBoneRefTimeline(this.objToTimeline.get(bone).id);
}
/**
* Returns the index of a time line object with the given name.
* @param name the name of the object
* @return the index of the object or -1 if no object exists with the given name
*/
public int getObjectIndex(String name){
for(ObjectRef ref: getCurrentKey().objectRefs)
if(animation.getTimeline(ref.timeline).name.equals(name))
return ref.id;
return -1;
}
/**
* Returns a time line object with the given name.
* @param name the name of the object
* @return the object with the given name
* @throws ArrayIndexOutOfBoundsException if no object exists with the given name
* @throws NullPointerException if no object exists with the given name
*/
public Object getObject(String name){
return (Object)this.unmappedTweenedKeys[animation.getTimeline(name).id].object();
}
/**
* Returns a object reference for the given time line bone.
* @param object the time line object
* @return the object reference for the given bone
* @throws NullPointerException if no reference for the given object was found
*/
public ObjectRef getObjectRef(Object object){
return this.getCurrentKey().getObjectRefTimeline(this.objToTimeline.get(object).id);
}
/**
* Returns the name for the given bone or object.
* @param boneOrObject the bone or object
* @return the name of the bone or object
* @throws NullPointerException if no name for the given bone or bject was found
*/
public String getNameFor(Bone boneOrObject){
return this.animation.getTimeline(objToTimeline.get(boneOrObject).id).name;
}
/**
* Returns the object info for the given bone or object.
* @param boneOrObject the bone or object
* @return the object info of the bone or object
* @throws NullPointerException if no object info for the given bone or bject was found
*/
public ObjectInfo getObjectInfoFor(Bone boneOrObject){
return this.animation.getTimeline(objToTimeline.get(boneOrObject).id).objectInfo;
}
/**
* Returns the time line key for the given bone or object
* @param boneOrObject the bone or object
* @return the time line key of the bone or object, or null if no time line key was found
*/
public Timeline.Key getKeyFor(Bone boneOrObject){
return objToTimeline.get(boneOrObject);
}
/**
* Calculates and returns a {@link Box} for the given bone or object.
* @param boneOrObject the bone or object to calculate the bounding box for
* @return the box for the given bone or object
* @throws NullPointerException if no object info for the given bone or object exists
*/
public Box getBox(Bone boneOrObject){
ObjectInfo info = getObjectInfoFor(boneOrObject);
this.prevBBox.calcFor(boneOrObject, info);
return this.prevBBox;
}
/**
* Returns whether the given point at x,y lies inside the box of the given bone or object.
* @param boneOrObject the bone or object
* @param x the x value of the point
* @param y the y value of the point
* @return true
if x,y lies inside the box of the given bone or object
* @throws NullPointerException if no object info for the given bone or object exists
*/
public boolean collidesFor(Bone boneOrObject, float x, float y){
ObjectInfo info = getObjectInfoFor(boneOrObject);
this.prevBBox.calcFor(boneOrObject, info);
return this.prevBBox.collides(boneOrObject, info, x, y);
}
/**
* Returns whether the given point lies inside the box of the given bone or object.
* @param bone the bone or object
* @param point the point
* @return true
if the point lies inside the box of the given bone or object
* @throws NullPointerException if no object info for the given bone or object exists
*/
public boolean collidesFor(Bone boneOrObject, Point point){
return this.collidesFor(boneOrObject, point.x, point.y);
}
/**
* Returns whether the given area collides with the box of the given bone or object.
* @param boneOrObject the bone or object
* @param area the rectangular area
* @return true
if the area collides with the bone or object
*/
public boolean collidesFor(Bone boneOrObject, Rectangle area){
ObjectInfo info = getObjectInfoFor(boneOrObject);
this.prevBBox.calcFor(boneOrObject, info);
return this.prevBBox.isInside(area);
}
/**
* Sets the given values of the bone with the given name.
* @param name the name of the bone
* @param x the new x value of the bone
* @param y the new y value of the bone
* @param angle the new angle of the bone
* @param scaleX the new scale in x direction of the bone
* @param scaleY the new scale in y direction of the bone
* @throws SpriterException if no bone exists of the given name
*/
public void setBone(String name, float x, float y, float angle, float scaleX, float scaleY){
int index = getBoneIndex(name);
if(index == -1) throw new SpriterException("No bone found of name \""+name+"\"");
BoneRef ref = getCurrentKey().getBoneRef(index);
Bone bone = getBone(index);
bone.set(x, y, angle, scaleX, scaleY, 0f, 0f);
unmapObjects(ref);
}
/**
* Sets the given values of the bone with the given name.
* @param name the name of the bone
* @param position the new position of the bone
* @param angle the new angle of the bone
* @param scale the new scale of the bone
* @throws SpriterException if no bone exists of the given name
*/
public void setBone(String name, Point position, float angle, Point scale){
this.setBone(name, position.x, position.y, angle, scale.x, scale.y);
}
/**
* Sets the given values of the bone with the given name.
* @param name the name of the bone
* @param x the new x value of the bone
* @param y the new y value of the bone
* @param angle the new angle of the bone
* @throws SpriterException if no bone exists of the given name
*/
public void setBone(String name, float x, float y, float angle){
Bone b = getBone(name);
setBone(name, x, y, angle, b.scale.x, b.scale.y);
}
/**
* Sets the given values of the bone with the given name.
* @param name the name of the bone
* @param position the new position of the bone
* @param angle the new angle of the bone
* @throws SpriterException if no bone exists of the given name
*/
public void setBone(String name, Point position, float angle){
Bone b = getBone(name);
setBone(name, position.x, position.y, angle, b.scale.x, b.scale.y);
}
/**
* Sets the position of the bone with the given name.
* @param name the name of the bone
* @param x the new x value of the bone
* @param y the new y value of the bone
* @throws SpriterException if no bone exists of the given name
*/
public void setBone(String name, float x, float y){
Bone b = getBone(name);
setBone(name, x, y, b.angle);
}
/**
* Sets the position of the bone with the given name.
* @param name the name of the bone
* @param position the new position of the bone
* @throws SpriterException if no bone exists of the given name
*/
public void setBone(String name, Point position){
setBone(name, position.x, position.y);
}
/**
* Sets the angle of the bone with the given name
* @param name the name of the bone
* @param angle the new angle of the bone
* @throws SpriterException if no bone exists of the given name
*/
public void setBone(String name, float angle){
Bone b = getBone(name);
setBone(name, b.position.x, b.position.y, angle);
}
/**
* Sets the values of the bone with the given name to the values of the given bone
* @param name the name of the bone
* @param bone the bone with the new values
* @throws SpriterException if no bone exists of the given name
*/
public void setBone(String name, Bone bone){
setBone(name, bone.position, bone.angle, bone.scale);
}
/**
* Sets the given values of the object with the given name.
* @param name the name of the object
* @param x the new position in x direction of the object
* @param y the new position in y direction of the object
* @param angle the new angle of the object
* @param scaleX the new scale in x direction of the object
* @param scaleY the new scale in y direction of the object
* @param pivotX the new pivot in x direction of the object
* @param pivotY the new pivot in y direction of the object
* @param alpha the new alpha value of the object
* @param folder the new folder index of the object
* @param file the new file index of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, float x, float y, float angle, float scaleX, float scaleY, float pivotX, float pivotY, float alpha, int folder, int file){
int index = getObjectIndex(name);
if(index == -1) throw new SpriterException("No object found for name \""+name+"\"");
ObjectRef ref = getCurrentKey().getObjectRef(index);
Object object = getObject(index);
object.set(x, y, angle, scaleX, scaleY, pivotX, pivotY, alpha, folder, file);
unmapObjects(ref);
}
/**
* Sets the given values of the object with the given name.
* @param name the name of the object
* @param position the new position of the object
* @param angle the new angle of the object
* @param scale the new scale of the object
* @param pivot the new pivot of the object
* @param alpha the new alpha value of the object
* @param ref the new file reference of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, Point position, float angle, Point scale, Point pivot, float alpha, FileReference ref){
this.setObject(name, position.x, position.y, angle, scale.x, scale.y, pivot.x, pivot.y, alpha, ref.folder, ref.file);
}
/**
* Sets the given values of the object with the given name.
* @param name the name of the object
* @param x the new position in x direction of the object
* @param y the new position in y direction of the object
* @param angle the new angle of the object
* @param scaleX the new scale in x direction of the object
* @param scaleY the new scale in y direction of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, float x, float y, float angle, float scaleX, float scaleY){
Object b = getObject(name);
setObject(name, x, y, angle, scaleX, scaleY, b.pivot.x, b.pivot.y, b.alpha, b.ref.folder, b.ref.file);
}
/**
* Sets the given values of the object with the given name.
* @param name the name of the object
* @param x the new position in x direction of the object
* @param y the new position in y direction of the object
* @param angle the new angle of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, float x, float y, float angle){
Object b = getObject(name);
setObject(name, x, y, angle, b.scale.x, b.scale.y);
}
/**
* Sets the given values of the object with the given name.
* @param name the name of the object
* @param position the new position of the object
* @param angle the new angle of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, Point position, float angle){
Object b = getObject(name);
setObject(name, position.x, position.y, angle, b.scale.x, b.scale.y);
}
/**
* Sets the position of the object with the given name.
* @param name the name of the object
* @param x the new position in x direction of the object
* @param y the new position in y direction of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, float x, float y){
Object b = getObject(name);
setObject(name, x, y, b.angle);
}
/**
* Sets the position of the object with the given name.
* @param name the name of the object
* @param position the new position of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, Point position){
setObject(name, position.x, position.y);
}
/**
* Sets the position of the object with the given name.
* @param name the name of the object
* @param angle the new angle of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, float angle){
Object b = getObject(name);
setObject(name, b.position.x, b.position.y, angle);
}
/**
* Sets the position of the object with the given name.
* @param name the name of the object
* @param alpha the new alpha value of the object
* @param folder the new folder index of the object
* @param file the new file index of the object
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, float alpha, int folder, int file){
Object b = getObject(name);
setObject(name, b.position.x, b.position.y, b.angle, b.scale.x, b.scale.y, b.pivot.x, b.pivot.y, alpha, folder, file);
}
/**
* Sets the values of the object with the given name to the values of the given object.
* @param name the name of the object
* @param object the object with the new values
* @throws SpriterException if no object exists of the given name
*/
public void setObject(String name, Object object){
setObject(name, object.position, object.angle, object.scale, object.pivot, object.alpha, object.ref);
}
/**
* Maps all object from the parent's coordinate system to the global coordinate system.
* @param base the root bone to start at. Set it to null
to traverse the whole bone hierarchy.
*/
public void unmapObjects(BoneRef base){
int start = base == null ? -1 : base.id-1;
for(int i = start+1; i < getCurrentKey().boneRefs.length; i++){
BoneRef ref = getCurrentKey().getBoneRef(i);
if(ref.parent != base && base != null) continue;
Bone parent = ref.parent == null ? this.root : this.unmappedTweenedKeys[ref.parent.timeline].object();
unmappedTweenedKeys[ref.timeline].object().set(tweenedKeys[ref.timeline].object());
unmappedTweenedKeys[ref.timeline].object().unmap(parent);
unmapObjects(ref);
}
for(ObjectRef ref: getCurrentKey().objectRefs){
if(ref.parent != base && base != null) continue;
Bone parent = ref.parent == null ? this.root : this.unmappedTweenedKeys[ref.parent.timeline].object();
unmappedTweenedKeys[ref.timeline].object().set(tweenedKeys[ref.timeline].object());
unmappedTweenedKeys[ref.timeline].object().unmap(parent);
}
}
/**
* Sets the entity for this player instance.
* The animation will be switched to the first one of the new entity.
* @param entity the new entity
* @throws SpriterException if the entity is null
*/
public void setEntity(Entity entity){
if(entity == null) throw new SpriterException("entity can not be null!");
this.entity = entity;
int maxAnims = entity.getAnimationWithMostTimelines().timelines();
tweenedKeys = new Timeline.Key[maxAnims];
unmappedTweenedKeys = new Timeline.Key[maxAnims];
for(int i = 0; i < maxAnims; i++){
Timeline.Key key = new Timeline.Key(i);
Timeline.Key keyU = new Timeline.Key(i);
key.setObject(new Timeline.Key.Object(new Point(0,0)));
keyU.setObject(new Timeline.Key.Object(new Point(0,0)));
tweenedKeys[i] = key;
unmappedTweenedKeys[i] = keyU;
this.objToTimeline.put(keyU.object(), keyU);
}
this.tempTweenedKeys = tweenedKeys;
this.tempUnmappedTweenedKeys = unmappedTweenedKeys;
this.setAnimation(entity.getAnimation(0));
}
/**
* Returns the current set entity.
* @return the current entity
*/
public Entity getEntity(){
return this.entity;
}
/**
* Sets the animation of this player.
* @param animation the new animation
* @throws SpriterException if the animation is null
or the current animation is not a member of the current set entity
*/
public void setAnimation(Animation animation){
Animation prevAnim = this.animation;
if(animation == this.animation) return;
if(animation == null) throw new SpriterException("animation can not be null!");
if(!this.entity.containsAnimation(animation) && animation.id != -1) throw new SpriterException("animation has to be in the same entity as the current set one!");
if(animation != this.animation) time = 0;
this.animation = animation;
int tempTime = this.time;
this.time = 0;
this.update();
this.time = tempTime;
for(PlayerListener listener: listeners)
listener.animationChanged(prevAnim, animation);
}
/**
* Sets the animation of this player to the one with the given name.
* @param name the name of the animation
* @throws SpriterException if no animation exists with the given name
*/
public void setAnimation(String name){
this.setAnimation(entity.getAnimation(name));
}
/**
* Sets the animation of this player to the one with the given index.
* @param index the index of the animation
* @throws IndexOutOfBoundsException if the index is out of range
*/
public void setAnimation(int index){
this.setAnimation(entity.getAnimation(index));
}
/**
* Returns the current set animation.
* @return the current animation
*/
public Animation getAnimation(){
return this.animation;
}
/**
* Returns a bounding box for this player.
* The bounding box is calculated for all bones and object starting from the given root.
* @param root the starting root. Set it to null to calculate the bounding box for the whole player
* @return the bounding box
*/
public Rectangle getBoundingRectangle(BoneRef root){
Bone boneRoot = root == null ? this.root : this.unmappedTweenedKeys[root.timeline].object();
this.rect.set(boneRoot.position.x, boneRoot.position.y, boneRoot.position.x, boneRoot.position.y);
this.calcBoundingRectangle(root);
this.rect.calculateSize();
return this.rect;
}
/**
* Returns a bounding box for this player.
* The bounding box is calculated for all bones and object starting from the given root.
* @param root the starting root. Set it to null to calculate the bounding box for the whole player
* @return the bounding box
*/
public Rectangle getBoudingRectangle(Bone root){
return this.getBoundingRectangle(root == null ? null: getBoneRef(root));
}
private void calcBoundingRectangle(BoneRef root){
for(BoneRef ref: getCurrentKey().boneRefs){
if(ref.parent != root && root != null) continue;
Bone bone = this.unmappedTweenedKeys[ref.timeline].object();
this.prevBBox.calcFor(bone, animation.getTimeline(ref.timeline).objectInfo);
Rectangle.setBiggerRectangle(rect, this.prevBBox.getBoundingRect(), rect);
this.calcBoundingRectangle(ref);
}
for(ObjectRef ref: getCurrentKey().objectRefs){
if(ref.parent != root) continue;
Bone bone = this.unmappedTweenedKeys[ref.timeline].object();
this.prevBBox.calcFor(bone, animation.getTimeline(ref.timeline).objectInfo);
Rectangle.setBiggerRectangle(rect, this.prevBBox.getBoundingRect(), rect);
}
}
/**
* Returns the current main line key based on the current {@link #time}.
* @return the current main line key
*/
public Mainline.Key getCurrentKey(){
return this.currentKey;
}
/**
* Returns the current time.
* The player will make sure that the current time is always between 0 and {@link Animation#length}.
* @return the current time
*/
public int getTime() {
return time;
}
/**
* Sets the time for the current time.
* The player will make sure that the new time will not exceed the time bounds of the current animation.
* @param time the new time
* @return this player to enable chained operations
*/
public Player setTime(int time){
this.time = time;
int prevSpeed = this.speed;
this.speed = 0;
this.increaseTime();
this.speed = prevSpeed;
return this;
}
/**
* Sets the scale of this player to the given one.
* Only uniform scaling is supported.
* @param scale the new scale. 1f means 100% scale.
* @return this player to enable chained operations
*/
public Player setScale(float scale){
this.root.scale.set(scale*flippedX(), scale*flippedY());
return this;
}
/**
* Scales this player based on the current set scale.
* @param scale the scaling factor. 1f means no scale.
* @return this player to enable chained operations
*/
public Player scale(float scale){
this.root.scale.scale(scale, scale);
return this;
}
/**
* Returns the current scale.
* @return the current scale
*/
public float getScale(){
return root.scale.x;
}
/**
* Flips this player around the x and y axis.
* @param x whether to flip the player around the x axis
* @param y whether to flip the player around the y axis
* @return this player to enable chained operations
*/
public Player flip(boolean x, boolean y){
if(x) this.flipX();
if(y) this.flipY();
return this;
}
/**
* Flips the player around the x axis.
* @return this player to enable chained operations
*/
public Player flipX(){
this.root.scale.x *= -1;
return this;
}
/**
* Flips the player around the y axis.
* @return this player to enable chained operations
*/
public Player flipY(){
this.root.scale.y *= -1;
return this;
}
/**
* Returns whether this player is flipped around the x axis.
* @return 1 if this player is not flipped, -1 if it is flipped
*/
public int flippedX(){
return (int) Math.signum(root.scale.x);
}
/**
* Returns whether this player is flipped around the y axis.
* @return 1 if this player is not flipped, -1 if it is flipped
*/
public int flippedY(){
return (int) Math.signum(root.scale.y);
}
/**
* Sets the position of this player to the given coordinates.
* @param x the new position in x direction
* @param y the new position in y direction
* @return this player to enable chained operations
*/
public Player setPosition(float x, float y){
this.dirty = true;
this.position.set(x,y);
return this;
}
/**
* Sets the position of the player to the given one.
* @param position the new position
* @return this player to enable chained operations
*/
public Player setPosition(Point position){
return this.setPosition(position.x, position.y);
}
/**
* Adds the given coordinates to the current position of this player.
* @param x the amount in x direction
* @param y the amount in y direction
* @return this player to enable chained operations
*/
public Player translatePosition(float x, float y){
return this.setPosition(position.x+x, position.y+y);
}
/**
* Adds the given amount to the current position of this player.
* @param amount the amount to add
* @return this player to enable chained operations
*/
public Player translate(Point amount){
return this.translatePosition(amount.x, amount.y);
}
/**
* Returns the current position in x direction.
* @return the current position in x direction
*/
public float getX(){
return position.x;
}
/**
* Returns the current position in y direction.
* @return the current position in y direction
*/
public float getY(){
return position.y;
}
/**
* Sets the angle of this player to the given angle.
* @param angle the angle in degrees
* @return this player to enable chained operations
*/
public Player setAngle(float angle){
this.dirty = true;
this.angle = angle;
return this;
}
/**
* Rotates this player by the given angle.
* @param angle the angle in degrees
* @return this player to enable chained operations
*/
public Player rotate(float angle){
return this.setAngle(angle+this.angle);
}
/**
* Returns the current set angle.
* @return the current angle
*/
public float getAngle(){
return this.angle;
}
/**
* Sets the pivot, i.e. origin, of this player.
* A pivot at (0,0) means that the origin of the played animation will have the same one as in Spriter.
* @param x the new pivot in x direction
* @param y the new pivot in y direction
* @return this player to enable chained operations
*/
public Player setPivot(float x, float y){
this.dirty = true;
this.pivot.set(x, y);
return this;
}
/**
* Sets the pivot, i.e. origin, of this player.
* A pivot at (0,0) means that the origin of the played animation will have the same one as in Spriter.
* @param pivot the new pivot
* @return this player to enable chained operations
*/
public Player setPivot(Point pivot){
return this.setPivot(pivot.x, pivot.y);
}
/**
* Translates the current set pivot position by the given amount.
* @param x the amount in x direction
* @param y the amount in y direction
* @return this player to enable chained operations
*/
public Player translatePivot(float x, float y){
return this.setPivot(pivot.x+x, pivot.y+y);
}
/**
* Adds the given amount to the current set pivot position.
* @param amount the amount to add
* @return this player to enable chained operations
*/
public Player translatePivot(Point amount){
return this.translatePivot(amount.x, amount.y);
}
/**
* Returns the current set pivot in x direction.
* @return the pivot in x direction
*/
public float getPivotX(){
return pivot.x;
}
/**
* Returns the current set pivot in y direction.
* @return the pivot in y direction
*/
public float getPivotY(){
return pivot.y;
}
/**
* Appends a listener to the listeners list of this player.
* @param listener the listener to add
*/
public void addListener(PlayerListener listener){
this.listeners.add(listener);
}
/**
* Removes a listener from the listeners list of this player.
* @param listener the listener to remove
*/
public void removeListener(PlayerListener listener){
this.listeners.remove(listener);
}
/**
* Returns an iterator to iterate over all time line bones in the current animation.
* @return the bone iterator
*/
public Iterator boneIterator(){
return this.boneIterator(this.getCurrentKey().boneRefs[0]);
}
/**
* Returns an iterator to iterate over all time line bones in the current animation starting at a given root.
* @param start the bone reference to start at
* @return the bone iterator
*/
public Iterator boneIterator(BoneRef start){
this.boneIterator.index = start.id;
return this.boneIterator;
}
/**
* Returns an iterator to iterate over all time line objects in the current animation.
* @return the object iterator
*/
public Iterator objectIterator(){
return this.objectIterator(this.getCurrentKey().objectRefs[0]);
}
/**
* Returns an iterator to iterate over all time line objects in the current animation starting at a given root.
* @param start the object reference to start at
* @return the object iterator
*/
public Iterator objectIterator(ObjectRef start){
this.objectIterator.index = start.id;
return this.objectIterator;
}
/**
* An iterator to iterate over all time line objects in the current animation.
* @author Trixt0r
*
*/
class ObjectIterator implements Iterator{
int index = 0;
@Override
public boolean hasNext() {
return index < getCurrentKey().objectRefs.length;
}
@Override
public Object next() {
return unmappedTweenedKeys[getCurrentKey().objectRefs[index++].timeline].object();
}
@Override
public void remove() {
throw new SpriterException("remove() is not supported by this iterator!");
}
}
/**
* An iterator to iterate over all time line bones in the current animation.
* @author Trixt0r
*
*/
class BoneIterator implements Iterator{
int index = 0;
@Override
public boolean hasNext() {
return index < getCurrentKey().boneRefs.length;
}
@Override
public Bone next() {
return unmappedTweenedKeys[getCurrentKey().boneRefs[index++].timeline].object();
}
@Override
public void remove() {
throw new SpriterException("remove() is not supported by this iterator!");
}
}
/**
* A listener to listen for specific events which can occur during the runtime of a {@link Player} instance.
* @author Trixt0r
*
*/
public static interface PlayerListener{
/**
* Gets called if the current animation has reached it's end or it's beginning (depends on the current set {@link Player#speed}).
* @param animation the animation which finished.
*/
public void animationFinished(Animation animation);
/**
* Gets called if the animation of the player gets changed.
* If {@link Player#setAnimation(Animation)} gets called and the new animation is the same as the previous one, this method will not be called.
* @param oldAnim the old animation
* @param newAnim the new animation
*/
public void animationChanged(Animation oldAnim, Animation newAnim);
/**
* Gets called before a player updates the current animation.
* @param player the player which is calling this method.
*/
public void preProcess(Player player);
/**
* Gets called after a player updated the current animation.
* @param player the player which is calling this method.
*/
public void postProcess(Player player);
/**
* Gets called if the mainline key gets changed.
* If {@link Player#speed} is big enough it can happen that mainline keys between the previous and the new mainline key will be ignored.
* @param prevKey the previous mainline key
* @param newKey the new mainline key
*/
public void mainlineKeyChanged(Mainline.Key prevKey, Mainline.Key newKey);
}
/**
* An attachment is an abstract object which can be attached to a {@link Player} object.
* An attachment extends a {@link Bone} which means that {@link Bone#position}, {@link Bone#scale} and {@link Bone#angle} can be set to change the relative position to its {@link Attachment#parent}
* The {@link Player} object will make sure that the attachment will be transformed relative to its {@link Attachment#parent}.
* @author Trixt0r
*
*/
public static abstract class Attachment extends Timeline.Key.Bone{
private Bone parent;
private final Point positionTemp, scaleTemp;
private float angleTemp;
/**
* Creates a new attachment
* @param parent the parent of this attachment
*/
public Attachment(Bone parent){
this.positionTemp = new Point();
this.scaleTemp = new Point();
this.setParent(parent);
}
/**
* Sets the parent of this attachment.
* @param parent the parent
* @throws SpriterException if parent is null
*/
public void setParent(Bone parent){
if(parent == null) throw new SpriterException("The parent cannot be null!");
this.parent = parent;
}
/**
* Returns the current set parent.
* @return the parent
*/
public Bone getParent(){
return this.parent;
}
final void update(){
//Save relative positions
this.positionTemp.set(super.position);
this.scaleTemp.set(super.scale);
this.angleTemp = super.angle;
super.unmap(parent);
this.setPosition(super.position.x, super.position.y);
this.setScale(super.scale.x, super.scale.y);
this.setAngle(super.angle);
//Load realtive positions
super.position.set(this.positionTemp);
super.scale.set(this.scaleTemp);
super.angle = this.angleTemp;
}
/**
* Sets the position to the given coordinates.
* @param x the x coordinate
* @param y the y coordinate
*/
protected abstract void setPosition(float x, float y);
/**
* Sets the scale to the given scale.
* @param xscale the scale in x direction
* @param yscale the scale in y direction
*/
protected abstract void setScale(float xscale, float yscale);
/**
* Sets the angle to the given one.
* @param angle the angle in degrees
*/
protected abstract void setAngle(float angle);
}
}