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

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

Introduction

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

Prototype

public boolean isFlipX() 

Source Link

Usage

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

public TextureRegion getFrame(float dt) {
    currentState = getState();/*from  ww  w.j  a  v  a 2s . co 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.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));
    }/*ww w.  java 2  s  .c  o  m*/
}

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

public TextureRegion getFrame(float dt) {
    currentState = getState();//from  w ww. ja v  a  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.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()));
    }/*from w  ww .j av a2s  . c  o  m*/
}

From source file:com.me.cyberPunkJam.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.frameDuration) {
        TextureRegion frame = animation.getKeyFrame(t);
        frame.flip(flipX && (set ? !frame.isFlipX() : true), flipY && (set ? !frame.isFlipY() : true));
    }/*from w  w  w  . j  a v a  2s. co m*/
}

From source file:com.mygdx.game.Sprites.Player.Player.java

public void getFrame(float dt) {

    TextureRegion region;
    currentState = getState();//from   w w w. j  a  v  a2  s .c  o m

    switch (currentState) {

    case STANDING:

        if (TimeState < 5) {
            region = stand;
        } else if (TimeState < 5 + standing.getAnimationDuration()) {
            region = standing.getKeyFrame(TimeState - 5);
        } else if (TimeState < (5 + standing.getAnimationDuration()
                + (6 * standingLoop1.getAnimationDuration()))) {
            region = standingLoop1.getKeyFrame(TimeState - 5 - standing.getAnimationDuration());
        } else if (TimeState < (5 + standing.getAnimationDuration() + 6 * standingLoop1.getAnimationDuration()
                + standing2.getAnimationDuration())) {
            region = standing2.getKeyFrame(TimeState - 5
                    - (standing.getAnimationDuration() + 6 * standingLoop1.getAnimationDuration()));
        } else if (TimeState < (5 + standing.getAnimationDuration() + 6 * standingLoop1.getAnimationDuration()
                + standing2.getAnimationDuration() + 5 * standingLoop2.getAnimationDuration())) {
            region = standingLoop2.getKeyFrame(TimeState - 5 - (standing.getAnimationDuration()
                    + 6 * standingLoop1.getAnimationDuration() + standing2.getAnimationDuration()));
        } else if (TimeState < (5 + standing.getAnimationDuration() + 6 * standingLoop1.getAnimationDuration()
                + standing2.getAnimationDuration() + 5 * standingLoop2.getAnimationDuration()
                + standing.getAnimationDuration())) {
            region = standing3.getKeyFrame(
                    TimeState - 5 - (standing.getAnimationDuration() + 6 * standingLoop1.getAnimationDuration()
                            + standing2.getAnimationDuration() + 5 * standingLoop2.getAnimationDuration()));
        } else {
            TimeState = 5 + standing.getAnimationDuration() + 6 * standingLoop1.getAnimationDuration()
                    + standing2.getAnimationDuration();
            region = standingLoop2.getKeyFrame(0);
        }
        break;

    case SHOOTING:

        region = shooting.getKeyFrame(TimeState);

        break;
    case CRAWLING:

        region = crawling.getKeyFrame(TimeState);

        break;
    case CRAWLINGMOVING:

        region = crawlingmoving.getKeyFrame(TimeState);

        break;

    case CRAWLSHOT:

        region = crawlshot.getKeyFrame(TimeState);

        break;
    case JUMPING:
        region = jumping.getKeyFrame(TimeState);

        break;

    case HIT:
        region = hitting.getKeyFrame(TimeState);
        if (hitting.isAnimationFinished(TimeState) && previousState == State.HIT) {
            hit = false;
        }

        break;
    case DYNAMITE:
        region = holding.getKeyFrame(TimeState);

        if (holding.getKeyFrameIndex(TimeState) == 5 && Tothrow && previousState == State.DYNAMITE) {
            screen.addDynamite(new Dynamite(screen, b2body.getPosition().x + (this.getWidth() / 2),
                    b2body.getPosition().y + 15 / (AdventureGame.PPM * 2), runningRight));
            Tothrow = false;
        }

        break;
    case FALLING:
        region = falling.getKeyFrame(TimeState);

        break;
    case RUNNING:

    default:
        region = running.getKeyFrame(TimeState);

        break;
    }

    if ((!runningRight) && !region.isFlipX()) {
        region.flip(true, false);

    } else if ((runningRight) && region.isFlipX()) {
        region.flip(true, false);

    }
    setRegion(region);

    if (currentState != previousState) {

        TimeState = 0;
        Tothrow = true;
    } else {
        TimeState += dt;
    }

    previousState = currentState;

    super.setSize(region.getRegionWidth() / (AdventureGame.PPM * 2),
            region.getRegionHeight() / (AdventureGame.PPM * 2));

}

From source file:com.mygdx.game.Sprites.SoulKeeper.java

public TextureRegion getFrame(float dt) {
    currentState = getState();/*  w ww  .  j a v a2  s .  c om*/
    TextureRegion region;
    switch (currentState) {
    case UP:
        if (hitting) {
            region = marioHitUp;
        } else {
            region = marioRunUp.getKeyFrame(stateTimer, true /* loop */);
        }
        break;
    case LEFT:
        if (hitting) {
            region = marioHitLeft;
        } else {
            region = marioRunHorizontal.getKeyFrame(stateTimer, true /* loop */);
        }
        break;
    case RIGHT:
        if (hitting) {
            region = marioHitRight;
        } else {
            region = marioRunHorizontal.getKeyFrame(stateTimer, true /* loop */);
        }
        break;
    case DOWN:
        if (hitting) {
            region = marioHitDown;
        } else {
            region = marioRunDown.getKeyFrame(stateTimer, true /* loop */);
        }
        break;
    case STANDING:
    default:
        if (hitting) {
            region = marioHitDown;
        } else {
            region = marioStand;
        }
        break;
    }

    if ((b2body.getLinearVelocity().x < 0 || !runningRight) && !region.isFlipX() && !hitting) {
        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.stercore.code.net.dermetfan.utils.libgdx.graphics.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(set ? flipX && !frame.isFlipX() : flipX, set ? flipY && !frame.isFlipY() : flipY);
    }/*from   w  ww.ja  v  a2 s  . c  o  m*/
}

From source file:entityy.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 = (TextureRegion) animation.getKeyFrame(t);
        frame.flip(flipX && (set ? !frame.isFlipX() : true), flipY && (set ? !frame.isFlipY() : true));
    }//from w  w w.j  a v a  2  s  . c om
}

From source file:genuini.entities.LivingBeings.java

private TextureRegion flipRegion(TextureRegion region, boolean atlasTowardsRight) {
    //boolean flipY = (body.getTransform().getRotation()!=0);
    boolean flipX = false;
    boolean flipY = false;
    if (atlasTowardsRight) {
        //flips the region if player walking left and the region is not towards left
        if ((body.getLinearVelocity().x < 0 || direction == Direction.LEFT) && !region.isFlipX()) {
            flipX = true;//from  www .j a  v a  2 s . c o m
            direction = Direction.LEFT;
        } //flips the region if player walking right and the region is not towards right
        else if ((body.getLinearVelocity().x > 0 || direction == Direction.RIGHT) && region.isFlipX()) {
            flipX = true;
            direction = Direction.RIGHT;
        }
    } else {
        //flips the region if player walking left and the region is not towards left
        if ((body.getLinearVelocity().x < 0 || direction == Direction.LEFT) && region.isFlipX()) {
            flipX = true;
            direction = Direction.LEFT;
        } //flips the region if player walking right and the region is not towards right
        else if ((body.getLinearVelocity().x > 0 || direction == Direction.RIGHT) && !region.isFlipX()) {
            flipX = true;
            direction = Direction.RIGHT;
        }
    }
    region.flip(flipX, flipY);

    return region;
}