mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 13:51:53 +09:00
184 lines
5.6 KiB
Kotlin
184 lines
5.6 KiB
Kotlin
/* Original code author: Sean Laurvick
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* This code is based on the original author's code written in Lua.
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*/
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package net.torvald.spriteanimation
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.jme3.math.FastMath
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import net.torvald.terrarum.gameactors.ActorWithPhysics
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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class SpriteAnimation(val parentActor: ActorWithPhysics) {
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private lateinit var textureRegion: TextureRegionPack
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var currentFrame = 0
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var currentRow = 0
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var nFrames: Int = 1
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private set
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var nRows: Int = 1
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private set
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var delay = 200f
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private var delta = 0f
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val looping = true
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private var animationRunning = true
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var flipHorizontal = false
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var flipVertical = false
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private val visible: Boolean
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get() = parentActor.isVisible
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private val offsetX = 0
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private val offsetY = 0
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var cellWidth: Int = 0
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var cellHeight: Int = 0
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var colorFilter = Color.WHITE
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fun setSpriteImage(regionPack: TextureRegionPack) {
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textureRegion = regionPack
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cellWidth = regionPack.tileW
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cellHeight = regionPack.tileH
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}
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/**
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* Sets sheet rows and animation frames. Will default to
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* 1, 1 (still image of top left from the sheet) if not called.
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* @param nRows
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* *
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* @param nFrames
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*/
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fun setRowsAndFrames(nRows: Int, nFrames: Int) {
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this.nRows = nRows
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this.nFrames = nFrames
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}
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fun update(delta: Float) {
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if (animationRunning) {
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//skip this if animation is stopped
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this.delta += delta
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//check if it's time to advance the frame
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if (this.delta >= this.delay) {
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//if set to not loop, keep the frame at the last frame
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if (this.currentFrame == this.nFrames && !this.looping) {
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this.currentFrame = this.nFrames - 1
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}
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//advance one frame, then reset delta counter
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this.currentFrame = this.currentFrame % this.nFrames
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this.delta = 0f
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}
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}
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}
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/**
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* Render to specific coordinates. Will assume bottom-center point as image position.
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* Will round to integer.
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* @param g
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* *
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* @param posX bottom-center point
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* *
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* @param posY bottom-center point
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* *
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* @param scale
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*/
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@JvmOverloads fun render(batch: SpriteBatch, posX: Float, posY: Float, scale: Float = 1f) {
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if (cellWidth == 0 || cellHeight == 0) {
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throw Error("Sprite width or height is set to zero! ($cellWidth, $cellHeight); master: $parentActor")
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}
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if (visible) {
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val region = textureRegion.get(currentRow, currentFrame)
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batch.color = colorFilter
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if (flipHorizontal && flipVertical) {
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batch.draw(region,
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Math.round(posX).toFloat() + (2f * parentActor.hitboxTranslateX * parentActor.scale.toFloat() + parentActor.hitbox.width.toFloat()),
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FastMath.floor(posY).toFloat() + (2f * parentActor.hitboxTranslateY * parentActor.scale.toFloat() + parentActor.hitbox.height.toFloat()),
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-FastMath.floor(cellWidth * scale).toFloat(),
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-FastMath.floor(cellHeight * scale).toFloat()
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)
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}
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else if (flipHorizontal) {
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batch.draw(region,
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Math.round(posX).toFloat() + (2f * parentActor.hitboxTranslateX * parentActor.scale.toFloat() + parentActor.hitbox.width.toFloat()),
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FastMath.floor(posY).toFloat(),
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-FastMath.floor(cellWidth * scale).toFloat(),
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FastMath.floor(cellHeight * scale).toFloat()
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)
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}
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else if (flipVertical) {
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batch.draw(region,
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Math.round(posX).toFloat(),
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FastMath.floor(posY).toFloat() + (2f * parentActor.hitboxTranslateY * parentActor.scale.toFloat() + parentActor.hitbox.height.toFloat()),
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FastMath.floor(cellWidth * scale).toFloat(),
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-FastMath.floor(cellHeight * scale).toFloat()
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)
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}
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else {
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batch.draw(region,
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Math.round(posX).toFloat(),
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FastMath.floor(posY).toFloat(),
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FastMath.floor(cellWidth * scale).toFloat(),
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FastMath.floor(cellHeight * scale).toFloat()
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)
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}
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}
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}
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fun switchRow(newRow: Int) {
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currentRow = newRow % nRows
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//if beyond the frame index then reset
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if (currentFrame > nFrames) {
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reset()
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}
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}
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fun setSpriteDelay(newDelay: Float) {
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if (newDelay > 0) {
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delay = newDelay
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}
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else {
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throw IllegalArgumentException("Delay equal or less than zero")
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}
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}
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fun reset() {
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currentFrame = 1
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}
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fun start() {
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//starts the animation
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animationRunning = true
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}
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fun start(selectFrame: Int) {
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//starts the animation
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animationRunning = true
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//optional: seleft the frame no which to start the animation
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currentFrame = selectFrame
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}
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fun stop() {
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animationRunning = false
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}
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fun stop(selectFrame: Int) {
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animationRunning = false
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currentFrame = selectFrame
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}
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fun flip(horizontal: Boolean, vertical: Boolean) {
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flipHorizontal = horizontal
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flipVertical = vertical
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}
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}
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