Example usage for com.badlogic.gdx.graphics.g2d TextureRegion flip

List of usage examples for com.badlogic.gdx.graphics.g2d TextureRegion flip

Introduction

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

Prototype

public void flip(boolean x, boolean y) 

Source Link

Usage

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

public TextureRegion getFrame(float dt) {
    currentState = getState();// w w w  . java  2  s .c  o m

    TextureRegion region;
    switch (currentState) {
    case JUMPING:
        region = marioJump.getKeyFrame(stateTimer);
        break;
    case RUNNING:
        region = marioRun.getKeyFrame(stateTimer, true);
        break;
    case FALLING:
    case STANDING:
    default:
        region = marioStand;
        break;
    }

    if ((b2body.getLinearVelocity().x < 0 || !runningRight) && !region.isFlipX()) {
        region.flip(true, false);
        runningRight = false;
    } else if ((b2body.getLinearVelocity().x > 0 || runningRight) && region.isFlipX()) {
        region.flip(true, false);
        runningRight = true;
    }

    stateTimer = currentState == previousState ? stateTimer + dt : 0;
    previousState = currentState;
    return region;

}

From source file:com.bagon.matchteam.mtx.animation.AnimationCreator.java

License:Apache License

/**
 * Get animation from texture atlas (Based on TexturePacker). Each frames'
 * base name should be same. This is for multi textures, (Each frame stored
 * individually in texture atlas)/*from   w w w. j av  a2 s  . co  m*/
 * <p>
 * EXAMPLE: <br>
 * baseName = "walk"<br>
 * frame1 = "walk00" (Actual name in texture atlas)<br>
 * frame2 = "walk01" (Actual name in texture atlas)<br>
 * frame3 = "walk02" (Actual name in texture atlas)<br>
 * ...
 * 
 * @param textureAtlas
 *            atlas which contains texture frames
 * @param animationBaseName
 *            base name of the frames in atlas
 * @param numberOfFrames
 *            number of frames of the animation
 * @param frameDuration
 *            each frame duration on play
 * @return animation created
 * 
 * */
public static Animation getAnimationFromMultiTextures(TextureAtlas textureAtlas, String animationBaseName,
        int numberOfFrames, float frameDuration, boolean flipX, boolean flipY) {
    // Key frames list
    TextureRegion[] keyFrames = new TextureRegion[numberOfFrames];

    // Set key frames (each textures region from atlas)
    for (int i = 0; i < numberOfFrames; i++) {
        TextureRegion frame = textureAtlas.findRegions(animationBaseName).get(i);
        frame.flip(flipX, flipY);
        keyFrames[i] = frame;
    }

    //
    Animation animation = new Animation(frameDuration, keyFrames);
    return animation;
}

From source file:com.codamasters.LNHelpers.AnimatedSprite.java

License:Apache License

/** flips all frames from {@code startTime} to {@code endTime}
 *  @param startTime the animation state time of the first frame to flip
 *  @param endTime the animation state time of the last frame to flip
 *  @param set if the frames should be set to {@code flipX} and {@code flipY} instead of actually flipping them */
public void flipFrames(float startTime, float endTime, boolean flipX, boolean flipY, boolean set) {
    for (float t = startTime; t < endTime; t += animation.getFrameDuration()) {
        TextureRegion frame = animation.getKeyFrame(t);
        frame.flip(flipX && (set ? !frame.isFlipX() : true), flipY && (set ? !frame.isFlipY() : true));
    }/*from  w ww . j  a v  a 2s.  co  m*/
}

From source file:com.explatcreations.sft.Assets.java

License:Open Source License

public static TextureRegion makeTextureRegion(Texture t, int x, int y, int width, int height) {
    TextureRegion region = new TextureRegion(t, x, y, width, height);
    region.flip(false, true);
    return region;
}

From source file:com.forerunnergames.peril.client.ui.screens.menus.MenuScreenWidgetFactory.java

License:Open Source License

private TextureRegion createRightMenuBarShadowTextureRegion() {
    final TextureRegion region = new TextureRegion(createLeftMenuBarShadowTextureRegion());
    region.flip(true, false);

    return region;
}

From source file:com.garciagars.Game.java

License:Open Source License

void DrawBG(SpriteBatch batch) {
    batch.draw(bg, 0f, 0f, width, height);
    TextureRegion dangerTexture = new TextureRegion(danger);
    dangerTexture.flip(false, true);

    batch.draw(dangerTexture, 0f, dangerDistance, width, 50f);
    dangerCollision = new Rectangle(0f, dangerDistance, width, 50f);
}

From source file:com.gdx.game.sprites.Player.java

public TextureRegion getFrame(float dt) {
    currentState = getState();/* www.  ja v  a2s. c o m*/

    TextureRegion region;
    switch (currentState) {
    case JUMPING:
        region = marioJump.getKeyFrame(stateTimer);
        break;
    case RUNNING:
        region = marioRun.getKeyFrame(stateTimer, true);
        break;
    case FALLING:
    case STANDING:
    default:
        region = marioStand;
        break;
    }

    if ((b2body.getLinearVelocity().x < 0 || !runningRight) && !region.isFlipX()) {
        region.flip(true, false);
        runningRight = false;
    } else if ((b2body.getLinearVelocity().x > 0 || runningRight) && region.isFlipX()) {
        region.flip(true, false);
        runningRight = true;
    }

    stateTimer = (currentState == previousState) ? stateTimer + dt : 0;
    previousState = currentState;
    return region;
}

From source file:com.github.fauu.helix.graphics.AnimatedDecal.java

License:Apache License

@Override
public void flipFrames(float startTime, float endTime, boolean flipX, boolean flipY, boolean set) {
    Animation animation = getAnimated();

    for (float t = startTime; t < endTime; t += animation.getFrameDuration()) {
        TextureRegion frame = animation.getKeyFrame(t);
        frame.flip(flipX && (!set || !frame.isFlipX()), flipY && (!set || !frame.isFlipY()));
    }// w  ww  .  j a  v a2 s  .  c o m
}

From source file:com.haxtastic.haxmasher.Art.java

License:Apache License

public static TextureRegion load(String name, int width, int height) {
    Texture texture = new Texture(Gdx.files.internal(name));
    TextureRegion region = new TextureRegion(texture, 0, 0, width, height);
    region.flip(false, true);
    return region;
}

From source file:com.idp.engine.net.NetworkImage.java

@Override
protected void sizeChanged() {
    if (texToDraw == null)
        return;//from   w  ww . ja va 2s .  c  om

    Texture tex = texToDraw.getTexture();
    if (tex == null)
        return;

    TextureRegion region = new TextureRegion(tex);

    float aspect = getWidth() / getHeight();
    float texAspect = tex.getWidth() * 1f / tex.getHeight();
    if (aspect > texAspect) {
        int h = (int) (tex.getHeight() * (texAspect / aspect));
        region.setRegionY((tex.getHeight() - h) / 2); // important to set pos before size
        region.setRegionWidth(tex.getWidth());
        region.setRegionHeight(h);
    } else {
        int w = (int) (tex.getWidth() / (texAspect / aspect));
        region.setRegionX((tex.getWidth() - w) / 2);
        region.setRegionHeight(tex.getHeight());
        region.setRegionWidth(w);
    }
    region.flip(false, true); // important to flip after all
    texToDraw = region;
}