Files
Terrarum/src/net/torvald/spriteanimation/HasAssembledSprite.kt

65 lines
2.3 KiB
Kotlin

package net.torvald.spriteanimation
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Texture
import net.torvald.spriteassembler.ADProperties
import net.torvald.spriteassembler.AssembleSheetPixmap
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
/**
* Created by minjaesong on 2019-01-18.
*/
interface HasAssembledSprite {
/** ADL path for main sprite. Necessary. */
var animDescPath: String
/** ADL path for glow sprite. Optional. */
var animDescPathGlow: String?
// FIXME sometimes the animmation is invisible (row and nFrames mismatch -- row is changed to 1 but it's drawing 3rd frame?)
fun reassembleSprite(sprite: SpriteAnimation, spriteGlow: SpriteAnimation? = null) {
_rebuild(ADProperties(Gdx.files.internal(animDescPath).read()), sprite)
if (animDescPathGlow != null && spriteGlow != null)
_rebuild(ADProperties(Gdx.files.internal(animDescPathGlow).read()), spriteGlow)
}
/*fun rebuild(animDescPath: String, spriteAnimation: SpriteAnimation) {
_rebuild(ADProperties(StringReader(animDescPath)), spriteAnimation)
}
fun rebuild(animDesc: FileHandle, spriteAnimation: SpriteAnimation) {
_rebuild(ADProperties(animDesc.read()), spriteAnimation)
}
fun rebuild(javaProp: Properties, spriteAnimation: SpriteAnimation) {
_rebuild(ADProperties(javaProp), spriteAnimation)
}*/
private fun _rebuild(ad: ADProperties, sprite: SpriteAnimation) {
// TODO injecting held item/armour pictures? Would it be AssembleSheetPixmap's job?
val pixmap = AssembleSheetPixmap(ad)
val texture = Texture(pixmap)
texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
pixmap.dispose()
val regionPack = TextureRegionPack(texture, ad.frameWidth, ad.frameHeight)
val newAnimDelays = FloatArray(ad.animations.size)
val newAnimFrames = IntArray(ad.animations.size)
ad.animations.forEach { t, u ->
val index = u.row - 1
newAnimDelays[index] = u.delay
newAnimFrames[index] = u.frames
}
sprite.setSpriteImage(regionPack)
sprite.delays = newAnimDelays
sprite.nFrames = newAnimFrames
sprite.nRows = newAnimDelays.size
}
}