Example usage for com.badlogic.gdx.graphics.g2d Animation Animation

List of usage examples for com.badlogic.gdx.graphics.g2d Animation Animation

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g2d Animation Animation.

Prototype

public Animation(float frameDuration, TextureRegion... keyFrames) 

Source Link

Document

Constructor, storing the frame duration and key frames.

Usage

From source file:MyGdxGame.java

License:Apache License

@Override
public void create() {
    // load the koala frames, split them, and assign them to Animations
    koalaTexture = new Texture("koalio.png");
    TextureRegion[] regions = TextureRegion.split(koalaTexture, 18, 26)[0];
    stand = new Animation(0, regions[0]);
    jump = new Animation(0, regions[1]);
    walk = new Animation(0.15f, regions[2], regions[3], regions[4]);
    walk.setPlayMode(Animation.PlayMode.LOOP_PINGPONG);

    // figure out the width and height of the koala for collision
    // detection and rendering by converting a koala frames pixel
    // size into world units (1 unit == 16 pixels)
    Koala.WIDTH = 1 / 16f * regions[0].getRegionWidth();
    Koala.HEIGHT = 1 / 16f * regions[0].getRegionHeight();

    // load the map, set the unit scale to 1/16 (1 unit == 16 pixels)
    map = new TmxMapLoader().load("level1.tmx");
    renderer = new OrthogonalTiledMapRenderer(map, 1 / 16f);

    // create an orthographic camera, shows us 30x20 units of the world
    camera = new OrthographicCamera();
    camera.setToOrtho(false, 30, 20);//from   www  .j ava 2 s.  co  m
    camera.update();

    // create the Koala we want to move around the world
    koala = new Koala();
    koala.position.set(20, 20);
}

From source file:be.ac.ucl.lfsab1509.bouboule.game.anim.CountDown.java

License:Open Source License

/**
 * Constructor for a CountDown Object /*from  ww  w  . j a  v a 2s.  co  m*/
 * Automatically load the images/anim/countdown.png, countDown
 * 
 * public CountDown(final int col, final int row
 *             final String path, final boolean resume)
 */
public CountDown(final int col, final int row, final float time, final String path, final boolean resume) {

    FRAME_COLS = col;
    FRAME_ROWS = row;
    N_FRAME = col * row;
    STEPTIME = time;
    RESUME_AFTER_END = resume;

    countDownSheet = new Texture(path);
    TextureRegion[][] tmp = TextureRegion.split(countDownSheet, countDownSheet.getWidth() / FRAME_COLS,
            countDownSheet.getHeight() / FRAME_ROWS);
    countDownFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
    int index = 0;
    for (int i = 0; i < FRAME_ROWS; i++) {
        for (int j = 0; j < FRAME_COLS; j++) {
            countDownFrames[index++] = tmp[i][j];
        }
    }
    countDownAnimation = new Animation(STEPTIME, countDownFrames);
    stateTime = 0f;
}

From source file:ch.coldpixel.alpha.main.Player.java

public void changeAnimation(Texture texture, int columns, int rows, float frameDuration) {
    sheet = texture;//from  w w w .j av  a  2s .  c  om
    TextureRegion[][] tmp = TextureRegion.split(sheet, sheet.getWidth() / columns, sheet.getHeight() / rows);
    animFrames = new TextureRegion[rows * columns];
    int index = 0;
    for (int i = 0; i < rows; i++) {
        for (int j = 0; j < columns; j++) {
            animFrames[index++] = tmp[i][j];
        }
    }
    animation = new Animation(frameDuration, animFrames);
    setAnimation(animation);
}

From source file:ch.coldpixel.mario.Sprites.Mario.java

public Mario(World world, PlayScreen screen) {
    super(screen.getAtlas().findRegion("little_mario"));
    this.world = world;
    currentState = State.STANDING;
    previousState = State.STANDING;
    stateTimer = 0;/*  w  w  w.  j a v a2  s .co  m*/
    runningRight = true;

    Array<TextureRegion> frames = new Array<TextureRegion>();
    for (int i = 1; i < 4; i++) {
        frames.add(new TextureRegion(getTexture(), i * 16, 0, 16, 16));
    }
    marioRun = new Animation(0.1f, frames);
    frames.clear();

    for (int i = 4; i < 6; i++) {
        frames.add(new TextureRegion(getTexture(), i * 16, 0, 16, 16));
    }
    marioJump = new Animation(0.1f, frames);

    marioStand = new TextureRegion(getTexture(), 0, 0, 16, 16);

    defineMario();
    setBounds(0, 0, 16 / MarioBros.PPM, 16 / MarioBros.PPM);
    setRegion(marioStand);

}

From source file:com.agateau.pixelwheels.Assets.java

License:Open Source License

Assets() {
    if (GamePlay.instance.showTestTrack) {
        tracks.add(new Track("test", "Test"));
    }/*from   w  ww  .  ja  v  a2s.  co m*/

    this.atlas = new StrictTextureAtlas(Gdx.files.internal("sprites/sprites.atlas"));
    this.wheel = findRegion("wheel");
    this.explosion = new Animation<TextureRegion>(EXPLOSION_FRAME_DURATION,
            this.atlas.findRegions("explosion"));
    this.impact = new Animation<TextureRegion>(IMPACT_FRAME_DURATION, this.atlas.findRegions("impact"));
    this.mine = new Animation<TextureRegion>(MINE_FRAME_DURATION, this.atlas.findRegions("mine"));
    this.mine.setPlayMode(Animation.PlayMode.LOOP);
    this.turbo = new Animation<TextureRegion>(TURBO_FRAME_DURATION, this.atlas.findRegions("bonus-turbo"));
    this.turboFlame = new Animation<TextureRegion>(TURBO_FLAME_FRAME_DURATION,
            this.atlas.findRegions("turbo-flame"));
    this.turboFlame.setPlayMode(Animation.PlayMode.LOOP_PINGPONG);
    this.splash = new Animation<TextureRegion>(TURBO_FLAME_FRAME_DURATION, this.atlas.findRegions("splash"));
    this.gift = findRegion("gift");
    this.gunAnimation = new Animation<TextureRegion>(0.1f / 3, this.atlas.findRegions("bonus-gun"));
    this.bullet = findRegion("bullet");

    // Fix white-pixel to avoid fading borders
    this.dot = findRegion("white-pixel");
    removeBorders(this.dot);

    this.skidmark = findRegion("skidmark");

    this.missile = findRegion("missile");
    this.target = findRegion("target");

    this.helicopterBody = this.findRegion("helicopter-body");
    this.helicopterPropeller = this.findRegion("helicopter-propeller");
    this.helicopterPropellerTop = this.findRegion("helicopter-propeller-top");

    loadVehicleDefinitions();
    initSoundAtlas();
    initChampionships();
}

From source file:com.android.ringfly.common.Assets.java

License:Apache License

private static void createAnimations() {
    demonRun = new Animation(DEMON_RUN_FRAME_DURATION, demonRunRegions);
    demonDie = new Animation(DEMON_DIE_FRAME_DURATION, demonDieRegions);

    earthFightWaterAnim = new Animation(DEMON_RUN_FRAME_DURATION, earthFightWaterRegions);
    woodFightEarthAnim = new Animation(DEMON_RUN_FRAME_DURATION, woodFightEarthRegions);
    waterFightFireAnim = new Animation(DEMON_RUN_FRAME_DURATION, waterFightFireRegions);
    fireFightMetalAnim = new Animation(DEMON_RUN_FRAME_DURATION, fireFightMetalRegions);
    metalFightWoodAnim = new Animation(DEMON_RUN_FRAME_DURATION, metalFightWoodRegions);

    failMetalAnim = new Animation(DEMON_RUN_FRAME_DURATION, failMetalRegions);
    failWoodAnim = new Animation(DEMON_RUN_FRAME_DURATION, failWoodRegions);
    failWaterAnim = new Animation(DEMON_RUN_FRAME_DURATION, failWaterRegions);
    failFireAnim = new Animation(DEMON_RUN_FRAME_DURATION, failFireRegions);
    failEarthAnim = new Animation(DEMON_RUN_FRAME_DURATION, failEarthRegions);

    popoAnim = new Animation(DEMON_RUN_FRAME_DURATION, popoRegions);
    hideRunAnim = new Animation(DEMON_RUN_FRAME_DURATION, hideRunRegions);
    metalRunAnim = new Animation(DEMON_RUN_FRAME_DURATION, metalRunRegions);
    taiJiRunAnim = new Animation(DEMON_RUN_FRAME_DURATION, taiJiRunRegions);
    allFightTaiJiDieAnim = new Animation(DEMON_RUN_FRAME_DURATION, allFightTaiJiDieRegions);

    metalHandAnim = new Animation(0.2f, metalHandRegions);
    woodHandAnim = new Animation(0.2f, woodHandRegions);
    waterHandAnim = new Animation(0.2f, waterHandRegions);
    fireHandAnim = new Animation(0.2f, fireHandRegions);
    earthHandAnim = new Animation(0.2f, earthHandRegions);
    allHandAnim = new Animation(0.2f, allHandRegions);

    earthDemonRun = new Animation(DEMON_RUN_FRAME_DURATION, earthDemonRunRegions);

    fireAnim = new Animation(DEMON_RUN_FRAME_DURATION, fireRegions);
}

From source file:com.arkanoid.Actors.ActorFactory.java

License:Open Source License

/**
 * Create a player using the default texture.
 * @param world     world where the player will have to live in.
 * @param position  initial position ofr the player in the world (meters,meters).
 * @return          a player./*  w  ww.jav a2 s .  co  m*/
 */
public PlayerActor createPlayer(World world, Vector2 position) {
    //Texture playerTexture = manager.get("player.png");
    TextureAtlas atlas = manager.get("sprites_player.txt", TextureAtlas.class);
    HashMap<PlayerActor.PlayerAnimations, Animation> animations = new HashMap<PlayerActor.PlayerAnimations, Animation>();

    Array<TextureAtlas.AtlasRegion> playerRegions = atlas.findRegions("red_medium");
    Array<TextureAtlas.AtlasRegion> playerRegionsReverse = atlas.findRegions("red_medium");
    playerRegionsReverse.reverse();
    playerRegions.addAll(playerRegionsReverse);
    animations.put(PlayerActor.PlayerAnimations.RED_MEDIUM,
            new Animation(1f / (float) playerRegions.size, playerRegions));

    playerRegions = atlas.findRegions("red_large");
    playerRegionsReverse = atlas.findRegions("red_large");
    playerRegionsReverse.reverse();
    playerRegions.addAll(playerRegionsReverse);
    animations.put(PlayerActor.PlayerAnimations.RED_LARGE,
            new Animation(1f / (float) playerRegions.size, playerRegions));

    playerRegions = atlas.findRegions("red_medium_create");
    animations.put(PlayerActor.PlayerAnimations.RED_MEDIUM_CREATE,
            new Animation(1f / (float) playerRegions.size, playerRegions));

    playerRegions = atlas.findRegions("red_medium_destoy");
    animations.put(PlayerActor.PlayerAnimations.RED_MEDIUM_DESTROY,
            new Animation(1f / (float) playerRegions.size, playerRegions));

    playerRegions = atlas.findRegions("blue_medium");
    playerRegionsReverse = atlas.findRegions("blue_medium");
    playerRegionsReverse.reverse();
    playerRegions.addAll(playerRegionsReverse);
    animations.put(PlayerActor.PlayerAnimations.BLUE_MEDIUM,
            new Animation(1f / (float) playerRegions.size, playerRegions));

    playerRegions = atlas.findRegions("blue_large");
    playerRegionsReverse = atlas.findRegions("blue_large");
    playerRegionsReverse.reverse();
    playerRegions.addAll(playerRegionsReverse);
    animations.put(PlayerActor.PlayerAnimations.BLUE_LARGE,
            new Animation(1f / (float) playerRegions.size, playerRegions));

    playerRegions = atlas.findRegions("blue_medium_create");
    animations.put(PlayerActor.PlayerAnimations.BLUE_MEDIUM_CREATE,
            new Animation(1f / (float) playerRegions.size, playerRegions));

    playerRegions = atlas.findRegions("blue_medium_destoy");
    animations.put(PlayerActor.PlayerAnimations.BLUE_MEDIUM_DESTROY,
            new Animation(1f / (float) playerRegions.size, playerRegions));

    return new PlayerActor(world, animations, position);
}

From source file:com.arkanoid.Actors.ActorFactory.java

License:Open Source License

public BlockActor createBlock(World world, Vector2 position, String color) {

    TextureAtlas atlas = manager.get("sprites_board.txt", TextureAtlas.class);
    TextureRegion texture = atlas.findRegion("block_" + color);
    Animation animation = null;/*  w  w  w  .ja  v  a 2 s.c  o  m*/

    int hardness = 1;
    if (color.equals("plate") || color.equals("golden")) {
        hardness = color.equals("golden") ? 99 : 2;
        Array<TextureAtlas.AtlasRegion> blockRegions = atlas.findRegions("block_" + color);
        animation = new Animation(0.5f / (float) blockRegions.size, blockRegions);
    }

    BlockActor block = new BlockActor(world, position, texture, animation, hardness);
    if (color.equals("plate") || color.equals("golden")) {
        block.StartAnimation();
    }
    return block;
}

From source file:com.arnopaja.supermac.helpers.load.AssetLoader.java

License:Creative Commons License

public static void load() {

    tilesTexture = new Texture(getHandle("canvas/landscape_tiles.png"));
    tilesTexture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);

    //--------------------------
    //          Tiles
    //--------------------------

    treeBig = SpriteUtils.makeSprite(tilesTexture, 0, 0, 2, 2);
    treeSmall = SpriteUtils.makeSprite(tilesTexture, 2, 0);
    grass0 = SpriteUtils.makeSprite(tilesTexture, 3, 0);
    grass1 = SpriteUtils.makeSprite(tilesTexture, 4, 0);
    grass2 = SpriteUtils.makeSprite(tilesTexture, 5, 0);
    bush = SpriteUtils.makeSprite(tilesTexture, 6, 0);
    bushH = SpriteUtils.makeSprite(tilesTexture, 7, 0);
    bushFlowersH = SpriteUtils.makeSprite(tilesTexture, 8, 0);
    bushV = SpriteUtils.makeSprite(tilesTexture, 9, 0);
    bushFlowersV = SpriteUtils.makeSprite(tilesTexture, 10, 0);

    sidewalk = SpriteUtils.makeSprite(tilesTexture, 11, 0);
    cobbleRed = SpriteUtils.makeSprite(tilesTexture, 0, 2);
    cobble = SpriteUtils.makeSprite(tilesTexture, 1, 2);

    asphalt = SpriteUtils.makeSprite(tilesTexture, 5, 4);
    asphaltGrassE = SpriteUtils.makeSprite(tilesTexture, 0, 3);
    asphaltGrassW = SpriteUtils.makeSprite(tilesTexture, 0, 3, false, true);
    asphaltGrassN = SpriteUtils.makeSprite(tilesTexture, 0, 4);
    asphaltGrassS = SpriteUtils.makeSprite(tilesTexture, 0, 4, true, false);
    asphaltGrassNE = SpriteUtils.makeSprite(tilesTexture, 2, 3);
    asphaltGrassSE = SpriteUtils.makeSprite(tilesTexture, 2, 3, true, false);
    asphaltGrassSW = SpriteUtils.makeSprite(tilesTexture, 2, 3, true, true);
    asphaltGrassNW = SpriteUtils.makeSprite(tilesTexture, 2, 3, false, true);
    asphaltLineH = SpriteUtils.makeSprite(tilesTexture, 4, 3);
    asphaltLineV = SpriteUtils.makeSprite(tilesTexture, 4, 4);
    asphaltCobbleE = SpriteUtils.makeSprite(tilesTexture, 6, 3, false, true);
    asphaltCobbleW = SpriteUtils.makeSprite(tilesTexture, 6, 3);
    asphaltCobbleN = SpriteUtils.makeSprite(tilesTexture, 5, 3);
    asphaltCobbleS = SpriteUtils.makeSprite(tilesTexture, 5, 3, true, false);
    asphaltCobbleNE = SpriteUtils.makeSprite(tilesTexture, 6, 4, false, true);
    asphaltCobbleSE = SpriteUtils.makeSprite(tilesTexture, 6, 4, true, true);
    asphaltCobbleSW = SpriteUtils.makeSprite(tilesTexture, 6, 4, true, false);
    asphaltCobbleNW = SpriteUtils.makeSprite(tilesTexture, 6, 4);

    TextureRegion[] temp = new TextureRegion[12];
    for (int i = 0; i < 7; i++) {
        temp[i] = SpriteUtils.makeSprite(tilesTexture, 17 + 3 * i, 0, 3, 3);
        if (i != 0) {
            temp[12 - i] = temp[i];//from w w  w  .  jav  a2  s.c om
        }
    }
    asteroid = new Animation(0.5f, temp);

    //--------------------------
    //        Buildings
    //--------------------------

    weyerhauser = SpriteUtils.makeSprite(tilesTexture, 0, 5, 24, 12);
    campusCenter = SpriteUtils.makeSprite(tilesTexture, 24, 5, 20, 16);
    chapel = SpriteUtils.makeSprite(tilesTexture, 44, 5, 14, 16);
    kirk = SpriteUtils.makeSprite(tilesTexture, 58, 29, 32, 16);
    leonardCenter = SpriteUtils.makeSprite(tilesTexture, 58, 5, 52, 24);
    library = SpriteUtils.makeSprite(tilesTexture, 0, 17, 16, 12);
    oldMain = SpriteUtils.makeSprite(tilesTexture, 16, 17, 6, 12);
    olin = SpriteUtils.makeSprite(tilesTexture, 42, 21, 16, 32);
    olinRiceStairs = SpriteUtils.makeSprite(tilesTexture, 38, 43, 3, 5);
    rice = SpriteUtils.makeSprite(tilesTexture, 34, 53, 24, 16);

    MapLoader.initTileMap(); // Must be called after all tiles and buildings are loaded

    //--------------------------
    //        Entities
    //--------------------------

    entitiesTexture = new Texture(getHandle("canvas/entities.png"));
    chestBrownClosed = SpriteUtils.makeSprite(tilesTexture, 0, 0);
    chestBrownOpen = SpriteUtils.makeSprite(tilesTexture, 0, 1);
    chestRedClosed = SpriteUtils.makeSprite(tilesTexture, 1, 0);
    chestRedOpen = SpriteUtils.makeSprite(tilesTexture, 1, 1);
    chestGreenClosed = SpriteUtils.makeSprite(tilesTexture, 2, 0);
    chestGreenOpen = SpriteUtils.makeSprite(tilesTexture, 2, 1);

    //--------------------------
    //       Characters
    //--------------------------

    charactersHandle = getHandle("characters");
    for (FileHandle handle : charactersHandle.list()) {
        loadCharacter(handle);
    }

    //--------------------------
    //    Handles and Caches
    //--------------------------

    itemHandle = getHandle("items.txt");
    spellHandle = getHandle("spells.txt");
    dialogueHandle = getHandle("macalester/dialogues.txt");
    cleanDialogueHandle = getHandle("macalester/dialogues_clean.txt");
    mapHandle = getHandle("macalester/maps");
    plotHandle = getHandle("macalester/plot.txt");
    entitiesHandle = getHandle("macalester/entities.txt");

    SuperParser.parseAll(AssetLoader.itemHandle, GenericItem.class);
    SuperParser.parseAll(AssetLoader.spellHandle, Spell.class);
    grids = MapLoader.generateGrids(AssetLoader.mapHandle);

    //--------------------------
    //     Music and Sounds
    //--------------------------
    //TODO: Give credit to Rolemusic for the music under the Creative Commons Attribution License
    //Artist: Rolemusic
    //Album: gigs n' contest
    worldMusic = loadMusic("Rolemusic_-_03_-_Another_beek_beep_beer_please.mp3");
    battleMusic = loadMusic("Rolemusic_-_04_-_Scape_from_the_city.mp3");
    bossMusic = loadMusic("Rolemusic_-_05_-_Death_on_the_battlefield.mp3");

    compSciMagic = Gdx.audio.newSound(getHandle("sounds/compscimagic.ogg"));
    natSciMagic = Gdx.audio.newSound(getHandle("sounds/natscimagic.ogg"));
    healingSound = Gdx.audio.newSound(getHandle("sounds/healingmagic.ogg"));
    powerupSound = Gdx.audio.newSound(getHandle("sounds/powerup.ogg"));

    BattleClass.init(); // needed to init the magic sounds

    //--------------------------
    //          Other
    //--------------------------

    font = new BitmapFont(getHandle("font/text.fnt"));
    shadow = new BitmapFont(getHandle("font/shadow.fnt"));
    scaleFont(FONT_HEIGHT / AssetLoader.font.getLineHeight());

    prefs = Gdx.app.getPreferences("com_arnopaja_supermac");
}

From source file:com.arnopaja.supermac.helpers.load.AssetLoader.java

License:Creative Commons License

public static void loadCharacter(FileHandle handle) {
    EnumMap<Direction, TextureRegion> person = new EnumMap<Direction, TextureRegion>(Direction.class);
    EnumMap<Direction, TextureRegion> stepRight = new EnumMap<Direction, TextureRegion>(Direction.class);
    EnumMap<Direction, TextureRegion> stepLeft = new EnumMap<Direction, TextureRegion>(Direction.class);
    EnumMap<Direction, Animation> personAnim = new EnumMap<Direction, Animation>(Direction.class);
    String name = handle.nameWithoutExtension();
    characterTexture = new Texture(handle);

    TextureRegion[][] regions = SpriteUtils.split(characterTexture);
    for (int i = 0; i < 4; i++) {
        Direction dir = Direction.values()[i];
        person.put(dir, regions[0][i]);//from w  w  w .ja va 2 s. c om
        stepRight.put(dir, regions[1][i]);
        if (i % 2 == 0) {
            stepLeft.put(dir, regions[2][i]);
        } else {
            stepLeft.put(dir, regions[1][i]);
        }
        TextureRegion[] array = { person.get(dir), stepRight.get(dir), person.get(dir), stepLeft.get(dir) };
        Animation animation = new Animation(0.1f, array);
        animation.setPlayMode(Animation.PlayMode.LOOP);
        personAnim.put(dir, animation);
    }
    characterAssetMap.put(name, new CharacterAsset(person, personAnim));
}