libgdx API

com.badlogic.gdx.graphics.g2d
Class Animation

java.lang.Object
  extended by com.badlogic.gdx.graphics.g2d.Animation

public class Animation
extends java.lang.Object

An Animation stores a list of TextureRegions representing an animated sequence, e.g. for running or jumping. Each region of an Animation is called a key frame, multiple key frames make up the animation.

Author:
mzechner

Field Summary
 float animationDuration
           
 float frameDuration
           
static int LOOP
           
static int LOOP_PINGPONG
           
static int LOOP_RANDOM
           
static int LOOP_REVERSED
           
static int NORMAL
           
static int REVERSED
           
 
Constructor Summary
Animation(float frameDuration, Array<? extends TextureRegion> keyFrames)
          Constructor, storing the frame duration and key frames.
Animation(float frameDuration, Array<? extends TextureRegion> keyFrames, int playType)
          Constructor, storing the frame duration, key frames and play type.
Animation(float frameDuration, TextureRegion... keyFrames)
          Constructor, storing the frame duration and key frames.
 
Method Summary
 TextureRegion getKeyFrame(float stateTime)
          Returns a TextureRegion based on the so called state time.
 TextureRegion getKeyFrame(float stateTime, boolean looping)
          Returns a TextureRegion based on the so called state time.
 int getKeyFrameIndex(float stateTime)
          Returns the current frame number.
 boolean isAnimationFinished(float stateTime)
          Whether the animation would be finished if played without looping (PlayMode Animation#NORMAL), given the state time.
 void setPlayMode(int playMode)
          Sets the animation play mode.
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

NORMAL

public static final int NORMAL
See Also:
Constant Field Values

REVERSED

public static final int REVERSED
See Also:
Constant Field Values

LOOP

public static final int LOOP
See Also:
Constant Field Values

LOOP_REVERSED

public static final int LOOP_REVERSED
See Also:
Constant Field Values

LOOP_PINGPONG

public static final int LOOP_PINGPONG
See Also:
Constant Field Values

LOOP_RANDOM

public static final int LOOP_RANDOM
See Also:
Constant Field Values

frameDuration

public final float frameDuration

animationDuration

public final float animationDuration
Constructor Detail

Animation

public Animation(float frameDuration,
                 Array<? extends TextureRegion> keyFrames)
Constructor, storing the frame duration and key frames.

Parameters:
frameDuration - the time between frames in seconds.
keyFrames - the TextureRegions representing the frames.

Animation

public Animation(float frameDuration,
                 Array<? extends TextureRegion> keyFrames,
                 int playType)
Constructor, storing the frame duration, key frames and play type.

Parameters:
frameDuration - the time between frames in seconds.
keyFrames - the TextureRegions representing the frames.
playType - the type of animation play (NORMAL, REVERSED, LOOP, LOOP_REVERSED, LOOP_PINGPONG, LOOP_RANDOM)

Animation

public Animation(float frameDuration,
                 TextureRegion... keyFrames)
Constructor, storing the frame duration and key frames.

Parameters:
frameDuration - the time between frames in seconds.
keyFrames - the TextureRegions representing the frames.
Method Detail

getKeyFrame

public TextureRegion getKeyFrame(float stateTime,
                                 boolean looping)
Returns a TextureRegion based on the so called state time. This is the amount of seconds an object has spent in the state this Animation instance represents, e.g. running, jumping and so on. The mode specifies whether the animation is looping or not.

Parameters:
stateTime - the time spent in the state represented by this animation.
looping - whether the animation is looping or not.
Returns:
the TextureRegion representing the frame of animation for the given state time.

getKeyFrame

public TextureRegion getKeyFrame(float stateTime)
Returns a TextureRegion based on the so called state time. This is the amount of seconds an object has spent in the state this Animation instance represents, e.g. running, jumping and so on using the mode specified by setPlayMode(int) method.

Parameters:
stateTime -
Returns:
the TextureRegion representing the frame of animation for the given state time.

getKeyFrameIndex

public int getKeyFrameIndex(float stateTime)
Returns the current frame number.

Parameters:
stateTime -
Returns:
current frame number

setPlayMode

public void setPlayMode(int playMode)
Sets the animation play mode.

Parameters:
playMode - can be one of the following: Animation.NORMAL, Animation.REVERSED, Animation.LOOP, Animation.LOOP_REVERSED, Animation.LOOP_PINGPONG, Animation.LOOP_RANDOM

isAnimationFinished

public boolean isAnimationFinished(float stateTime)
Whether the animation would be finished if played without looping (PlayMode Animation#NORMAL), given the state time.

Parameters:
stateTime -
Returns:
whether the animation is finished.

libgdx API

Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)