libgdx API

com.badlogic.gdx.graphics.g2d
Class Animation

java.lang.Object
  extended by com.badlogic.gdx.graphics.g2d.Animation

public class Animation
extends java.lang.Object

An Animation stores a list of TextureRegions 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

Field Summary
 float animationDuration
           
 float frameDuration
           
 
Constructor Summary
Animation(float frameDuration, java.util.List keyFrames)
          Constructor, storing the frame duration and key frames.
Animation(float frameDuration, TextureRegion... keyFrames)
          Constructor, storing the frame duration and key frames.
 
Method Summary
 TextureRegion getKeyFrame(float stateTime, boolean looping)
          Returns a TextureRegion based on the so called state time.
 boolean isAnimationFinished(float stateTime)
          Whether the animation would be finished if played without looping given the state time.
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

frameDuration

public final float frameDuration

animationDuration

public final float animationDuration
Constructor Detail

Animation

public Animation(float frameDuration,
                 java.util.List keyFrames)
Constructor, storing the frame duration and key frames.

Parameters:
frameDuration - the time between frames in seconds.
keyFrames - the TextureRegions representing the frames.

Animation

public Animation(float frameDuration,
                 TextureRegion... keyFrames)
Constructor, storing the frame duration and key frames.

Parameters:
frameDuration - the time between frames in seconds.
keyFrames - the TextureRegions representing the frames.
Method Detail

getKeyFrame

public TextureRegion getKeyFrame(float stateTime,
                                 boolean looping)
Returns a 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.

Parameters:
stateTime - the time spent in the state represented by this animation.
looping - whether the animation is looping or not.
Returns:
the TextureRegion representing the frame of animation for the given state time.

isAnimationFinished

public boolean isAnimationFinished(float stateTime)
Whether the animation would be finished if played without looping given the state time.

Parameters:
stateTime -
Returns:
whether the animation is finished.

libgdx API

Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)