List of usage examples for com.badlogic.gdx.graphics.g2d Animation setPlayMode
public void setPlayMode(PlayMode playMode)
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 ww w . j a va2 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)); }
From source file:com.dongbat.game.util.factory.UnitFactory.java
/** * Create projectile unit/*from w ww.java2 s. com*/ * * @param world artemis world * @param parent entity that execute that projectile unit * @param position spawn position * @param radius unit radius * @return projectile unit that was just created */ public static Entity createProjectileUnit(World world, Entity parent, Vector2 position, float radius, boolean allowConsumming, boolean consumable, boolean feedParent) { Entity e = world.createEntity(UUID.randomUUID()); Stats stats = new Stats(); stats.setAllowComsumming(allowConsumming); stats.setConsumable(consumable); stats.setParent(world.getManager(UuidEntityManager.class).getUuid(parent)); stats.setFeedParent(feedParent); Physics physics = new Physics(); physics.setBody(PhysicsUtil.createBody(PhysicsUtil.getPhysicsWorld(world), position, radius, e)); physics.getBody().setUserData(UuidUtil.getUuid(e)); physics.getBody().setBullet(true); e.edit().add(physics); UnitMovement movement = new UnitMovement(); movement.setDirectionVelocity(new Vector2()); Display display = new Display(); e.edit().add(stats).add(new Player(false)).add(new BuffComponent()).add(new SubUnit()) .add(new CollisionComponent()).add(new Detection()).add(movement).add(display); display.setPosition(PhysicsUtil.getPosition(world, e)); display.setRadius(PhysicsUtil.getRadius(world, e)); display.setRotation(EntityUtil.getComponent(world, e, UnitMovement.class).getDirectionVelocity().angle()); // TextureAtlas move = AssetUtil.getUnitAtlas().get("hot_food"); Animation animation = new Animation(0.1f, new TextureRegion(AssetUtil.cold)); animation.setPlayMode(Animation.PlayMode.LOOP); display.setDefaultAnimation(new AnimatedSprite(animation)); return e; }
From source file:com.dongbat.game.util.factory.UnitFactory.java
public static Entity createQueen(World world, Vector2 position, float radius) { Entity e = world.createEntity(UUID.randomUUID()); Stats stats = new Stats(); stats.setAllowComsumming(false);/* w w w . ja v a 2 s.c om*/ stats.setConsumable(true); stats.setBaseRateSpeed(2000); BuffComponent buff = new BuffComponent(); Physics physics = new Physics(); physics.setBody(PhysicsUtil.createBody(PhysicsUtil.getPhysicsWorld(world), position, radius, e)); physics.getBody().setUserData(UuidUtil.getUuid(e)); UnitMovement movement = new UnitMovement(); float posX = (float) (ECSUtil.getRandom(world).getFloat(-1, 1) * scaleX); float posY = (float) (ECSUtil.getRandom(world).getFloat(-1, 1) * scaleY); movement.setDirectionVelocity(new Vector2(posX, posY)); Display display = new Display(); e.edit().add(physics).add(stats).add(new CollisionComponent()).add(buff).add(new Queen()) .add(new Detection()).add(movement).add(display); BuffUtil.addBuff(world, e, e, "QueenTeleportSchedule", -1, 1); BuffUtil.addBuff(world, e, e, "ProduceFoodSchedule", -1, 1); BuffUtil.addBuff(world, e, e, "FeedSmaller", -1, 1, "feedPerSecond", 0.2f); BuffUtil.addBuff(world, e, e, "SelfDefense", -1, 1, "framePerFood", 10); BuffUtil.addBuff(world, e, e, "QueenGrowth", -1, 1, "cap", 20); display.setPosition(PhysicsUtil.getPosition(world, e)); display.setRadius(PhysicsUtil.getRadius(world, e)); display.setRotation(EntityUtil.getComponent(world, e, UnitMovement.class).getDirectionVelocity().angle()); TextureAtlas queen = AssetUtil.getUnitAtlas().get("queen"); Animation animation = new Animation(0.1f, queen.getRegions()); animation.setPlayMode(Animation.PlayMode.LOOP); display.setDefaultAnimation(new AnimatedSprite(animation)); return e; }
From source file:com.dongbat.invasion.screen.LoadingScreen.java
@Override public void show() { // Tell the manager to load assets for the loading screen manager.load("data/loading.pack", TextureAtlas.class); // Wait until they are finished loading manager.finishLoading();/*from ww w. j a v a2s.c om*/ // Initialize the stage where we will place everything stage = new Stage(); // Get our textureatlas from the manager TextureAtlas atlas = manager.get("data/loading.pack", TextureAtlas.class); // Grab the regions from the atlas and create some images logo = new Image(atlas.findRegion("libgdx-logo")); loadingFrame = new Image(atlas.findRegion("loading-frame")); loadingBarHidden = new Image(atlas.findRegion("loading-bar-hidden")); screenBg = new Image(atlas.findRegion("screen-bg")); loadingBg = new Image(atlas.findRegion("loading-frame-bg")); // Add the loading bar animation Animation anim = new Animation(0.05f, atlas.findRegions("loading-bar-anim")); anim.setPlayMode(Animation.PlayMode.LOOP_REVERSED); loadingBar = new LoadingBar(anim); // Add all the actors to the stage stage.addActor(screenBg); stage.addActor(loadingBar); stage.addActor(loadingBg); stage.addActor(loadingBarHidden); stage.addActor(loadingFrame); stage.addActor(logo); // Add everything to be loaded, for instance: UpgradeUtil.load(); AtlasRegistry.load(); AssetUtil.load(); AbilityRegistry.load(); BuffRegistry.load(); PlayerInputUtil.init(); BulletRegistry.load(); EnemyRegistry.load(); }
From source file:com.github.fauu.helix.graphics.AnimationSet.java
License:Open Source License
private void load(String name) { FileHandle file = Gdx.files.internal(DIRECTORY_NAME + "/" + name + "." + EXTENSION); FileHandle textureFile = Gdx.files.internal(DIRECTORY_NAME + "/" + name + "." + TEXTURE_EXTENSION); TextureRegion[][] frameSheet = TextureRegion.split(new Texture(textureFile), 32, 32); String[] entries = file.readString().split("[\\r\\n]+"); for (String entry : entries) { String[] segments = entry.split(":"); String[] frameIndices = segments[1].split(","); AnimationType type = AnimationType.valueOf(segments[0]); for (int i = 0; i < DIRECTIONS.length; i++) { TextureRegion[] frames = new TextureRegion[frameIndices.length]; for (int j = 0; j < frameIndices.length; j++) { frames[j] = frameSheet[i][Integer.valueOf(frameIndices[j])]; }// w ww. j a va 2 s .co m Animation animation = new Animation(1, frames); animation.setPlayMode(Animation.PlayMode.NORMAL); add(type, DIRECTIONS[i], animation); } } }
From source file:com.kotcrab.vis.runtime.component.VisSpriteAnimation.java
License:Apache License
public void setAnimation(Animation animation) { if (animation == null) throw new IllegalArgumentException("animation can't be null"); this.animation = animation; animation.setPlayMode(playMode); animation.setFrameDuration(frameDuration); dirty = true;/*w w w .j a v a 2s . com*/ }
From source file:com.ruin.castile.chara.AnimationSet.java
License:Open Source License
public Animation get(AnimationType type, Direction direction, float duration) { Animation animation; Direction lastDirection;//from w ww.jav a 2 s . c o m if (!animations.get(type).containsKey(direction)) lastDirection = direction.convertToFourDirections(); else lastDirection = direction; animation = animations.get(type).get(lastDirection); if (animation == null) animation = getDefault(); animation.setPlayMode(Animation.PlayMode.LOOP); //animation.setFrameDuration(duration / animation.getKeyFrames().length); return animation; }
From source file:game.Content.java
/***********/ public static void loadAnimations() { TextureRegion r = atlas.findRegion("Explosion"); TextureRegion[][] grid = r.split(64, 64); Animation a = new Animation(0.045f, grid[0]); a.setPlayMode(PlayMode.NORMAL); animations.put("Explosion", a); r = atlas.findRegion("EnemyDeath"); grid = r.split(64, 128);/* ww w . j a v a 2 s . com*/ a = new Animation(0.06f, grid[0]); a.setPlayMode(PlayMode.NORMAL); animations.put("EnemyDeath", a); }
From source file:net.k3rnel.unsealed.battle.enemies.Bee.java
License:Open Source License
public Bee(TextureAtlas atlas, int hp, int x, int y) { super(hp, x, y); this.offsetX = 25; this.offsetY = 20; setGrid(x, y);// w w w . j av a 2 s . c om this.atlas = atlas; AtlasRegion atlasRegion = atlas.findRegion("battle/entities/bee"); TextureRegion[][] spriteSheet = atlasRegion.split(82, 78); TextureRegion[] frames = new TextureRegion[2]; frames[0] = spriteSheet[0][0]; frames[1] = spriteSheet[0][1]; Animation animation = new Animation(0.1f, frames); animation.setPlayMode(Animation.LOOP); this.animations.put("idle", animation); frames = new TextureRegion[6]; frames[0] = spriteSheet[0][2]; frames[1] = spriteSheet[0][3]; frames[2] = spriteSheet[0][4]; frames[3] = spriteSheet[0][5]; frames[4] = spriteSheet[0][6]; frames[5] = spriteSheet[0][7]; animation = new Animation(0.1f, frames); animation.setPlayMode(Animation.NORMAL); this.animations.put("altattacking", animation); this.setState(BattleEntity.stateIdle); this.setHeight(78); this.setWidth(82); }
From source file:net.k3rnel.unsealed.battle.enemies.Clam.java
License:Open Source License
public Clam(TextureAtlas atlas, int hp, int x, int y) { super(hp, x, y); this.atlas = atlas; darts = new ArrayList<MagicEntity>(); AtlasRegion atlasRegion = atlas.findRegion("battle/entities/clam"); TextureRegion[][] spriteSheet = atlasRegion.split(41, 48); TextureRegion[] frames = new TextureRegion[2]; frames[0] = spriteSheet[0][0];// ww w . ja v a 2s . c om frames[1] = spriteSheet[0][1]; Animation animation = new Animation(1f, frames); animation.setPlayMode(Animation.LOOP); this.animations.put("blocking", animation); frames = new TextureRegion[4]; frames[0] = spriteSheet[0][2]; frames[1] = spriteSheet[0][3]; frames[2] = spriteSheet[0][3]; frames[3] = spriteSheet[0][3]; animation = new Animation(0.85f, frames); animation.setPlayMode(Animation.NORMAL); this.animations.put("idle", animation); frames = new TextureRegion[6]; frames[0] = spriteSheet[0][4]; frames[1] = spriteSheet[0][5]; frames[2] = spriteSheet[0][6]; frames[3] = spriteSheet[0][5]; frames[4] = spriteSheet[0][3]; frames[5] = spriteSheet[0][2]; animation = new Animation(0.2f, frames); animation.setPlayMode(Animation.NORMAL); this.animations.put("attacking", animation); // x = (int)((battleoverlay.getWidth()/2)/6); // y = (int)((battleoverlay.getHeight())/3); // this.setPosition(x*this.getGridX(),y*this.getGridY()); this.setState(BattleEntity.stateBlocking); this.setHeight(48); this.setWidth(48); }