discarding the idea of baking assembledsprite onto a spritesheet; revert to the commit right before this to completely scrap the efforts

This commit is contained in:
minjaesong
2022-03-23 17:43:56 +09:00
parent ab73511042
commit 765ece0635
21 changed files with 360 additions and 108 deletions

View File

@@ -1,10 +1,5 @@
/* Original code author: Sean Laurvick
* This code is based on the original author's code written in Lua.
*/
package net.torvald.spriteanimation
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.utils.Disposable
import com.jme3.math.FastMath
@@ -14,8 +9,31 @@ import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
/**
* This class should not be serialised; save its Animation Description Language instead.
*
* Created by minjaesong on 2022-03-23.
*/
class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disposable {
abstract class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disposable {
protected abstract val currentDelay: Second
abstract fun update(delta: Float)
abstract fun render(batch: SpriteBatch, posX: Float, posY: Float, scale: Float = 1f)
var flipHorizontal = false
var flipVertical = false
open fun flip(horizontal: Boolean, vertical: Boolean) {
flipHorizontal = horizontal
flipVertical = vertical
}
}
/* Original code author: Sean Laurvick
* This code is based on the original author's code written in Lua.
*/
/**
* This class should not be serialised; save its Animation Description Language instead.
*/
class SheetSpriteAnimation(parentActor: ActorWithBody) : SpriteAnimation(parentActor) {
internal lateinit var textureRegion: TextureRegionPack; private set
@@ -27,7 +45,7 @@ class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disposable {
var nRows: Int = 1
internal set
private val currentDelay: Second
override val currentDelay: Second
get() = delays[currentRow].coerceAtLeast(1f / 16f) // animation delay cannot be too short
/**
@@ -46,8 +64,7 @@ class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disposable {
var looping = true
private var animationRunning = true
var flipHorizontal = false
var flipVertical = false
private val visible: Boolean
get() = parentActor.isVisible
@@ -57,8 +74,6 @@ class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disposable {
var cellWidth: Int = 0
var cellHeight: Int = 0
var colorFilter = Color.WHITE
fun setSpriteImage(regionPack: TextureRegionPack) {
textureRegion = regionPack
@@ -86,7 +101,7 @@ class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disposable {
nFrames = framesCount
}
fun update(delta: Float) {
override fun update(delta: Float) {
if (animationRunning) {
//skip this if animation is stopped
this.delta += delta
@@ -122,7 +137,7 @@ class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disposable {
* *
* @param scale
*/
fun render(batch: SpriteBatch, posX: Float, posY: Float, scale: Float = 1f) {
override fun render(batch: SpriteBatch, posX: Float, posY: Float, scale: Float) {
assert(cellWidth > 0 || cellHeight > 0) {
"Sprite width or height is set to zero! ($cellWidth, $cellHeight); master: $parentActor"
}
@@ -206,11 +221,6 @@ class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disposable {
currentFrame = selectFrame
}
fun flip(horizontal: Boolean, vertical: Boolean) {
flipHorizontal = horizontal
flipVertical = vertical
}
override fun dispose() {
textureRegion.dispose()
}