com.badlogic.gdx.graphics.g2d.Animation Usage, Examples, Demos and Tutorials

….Code Examples of com.badlogic.gdx.graphics.g2d.An Animation stores a list of {@link TextureRegion}s 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

TextureRegion[] split = new TextureRegion(bobTexture).split(20, 20)[0];

TextureRegion[] mirror = new TextureRegion(bobTexture).split(20, 20)[0];

for (TextureRegion region : mirror)

region.flip(true, false);

spikes = split[5];

bobRight = new Animation(0.1f, split[0], split[1]);

bobLeft = new Animation(0.1f, mirror[0], mirror[1]);

bobJumpRight = new Animation(0.1f, split[2], split[3]);

bobJumpLeft = new Animation(0.1f, mirror[2], mirror[3]);

bobIdleRight = new Animation(0.5f, split[0], split[4]);

bobIdleLeft = new Animation(0.5f, mirror[0], mirror[4]);

bobDead = new Animation(0.2f, split[0]);

split = new TextureRegion(bobTexture).split(20, 20)[1];

cube = split[0];

cubeFixed = new Animation(1, split[1], split[2], split[3], split[4], split[5]);

split = new TextureRegion(bobTexture).split(20, 20)[2];

cubeControlled = split[0];

spawn = new Animation(0.1f, split[4], split[3], split[2], split[1]);

dying = new Animation(0.1f, split[1], split[2], split[3], split[4]);

dispenser = split[5];

split = new TextureRegion(bobTexture).split(20, 20)[3];

rocket = new Animation(0.1f, split[0], split[1], split[2], split[3]);

rocketPad = split[4];

split = new TextureRegion(bobTexture).split(20, 20)[4];

rocketExplosion = new Animation(0.1f, split[0], split[1], split[2], split[3], split[4], split[4]);

split = new TextureRegion(bobTexture).split(20, 20)[5];

endDoor = split[2];

movingSpikes = split[0];

laser = split[1];

}

TextureRegion[][] regions = TextureRegion.split(tex, 32, 48);

TextureRegion[] downWalkReg = regions[0];

TextureRegion[] leftWalkReg = regions[1];

TextureRegion[] rightWalkReg = regions[2];

TextureRegion[] upWalkReg = regions[3];

downWalk = new Animation(ANIMATION_SPEED, downWalkReg);

leftWalk = new Animation(ANIMATION_SPEED, leftWalkReg);

rightWalk = new Animation(ANIMATION_SPEED, rightWalkReg);

upWalk = new Animation(ANIMATION_SPEED, upWalkReg);

currentWalk = leftWalk;

currentFrameTime = 0.0f;

spriteBatch = new SpriteBatch();

for (int i = 0; i < rightWalkFrames.length; i++) {

TextureRegion frame = new TextureRegion(leftWalkFrames[i]);

frame.flip(true, false);

rightWalkFrames[i] = frame;

}

leftWalk = new Animation(0.25f, leftWalkFrames);

rightWalk = new Animation(0.25f, rightWalkFrames);

cavemen = new Caveman[100];

for (int i = 0; i < 100; i++) { cavemen[i] = new Caveman((float)Math.random() * Gdx.graphics.getWidth(), (float)Math.random() * Gdx.graphics.getHeight(), Math.random() > 0.5 ? true : false);

public void create () {

batch = new SpriteBatch();

atlas = new TextureAtlas(Gdx.files.internal(“data/pack”));

jumpAtlas = new TextureAtlas(Gdx.files.internal(“data/jump.txt”));

jumpAnimation = new Animation(0.25f, jumpAtlas.findRegions(“ALIEN_JUMP_”));

badlogic = atlas.createSprite(“badlogicslice”);

badlogic.setPosition(50, 50);

badlogicSmall = atlas.createSprite(“badlogicsmall”);

Related Class of com.badlogic.gdx.graphics.g2d.Animation

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