Modified animation manager to provide a timestamp with every tick.

Modified sprite and path code to make use of these timestamps to determine
a sprite's progress along the path. Abstracted the path stuff so that
paths other than line segment paths can be cleanly implemented.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@337 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2001-09-13 19:10:26 +00:00
parent 2fc86f89b3
commit 780e39d4e9
11 changed files with 410 additions and 321 deletions
@@ -1,5 +1,5 @@
//
// $Id: AnimationManager.java,v 1.15 2001/08/23 00:23:58 shaper Exp $
// $Id: AnimationManager.java,v 1.16 2001/09/13 19:10:26 mdb Exp $
package com.threerings.media.sprite;
@@ -110,8 +110,11 @@ public class AnimationManager
*/
protected void tick ()
{
// every tick should have a timestamp associated with it
long now = System.currentTimeMillis();
// call tick on all sprites
_spritemgr.tick();
_spritemgr.tick(now);
// invalidate screen-rects dirtied by sprites
DirtyRectList rects = _spritemgr.getDirtyRects();
+146 -209
View File
@@ -1,5 +1,5 @@
//
// $Id: Sprite.java,v 1.19 2001/09/07 23:01:53 shaper Exp $
// $Id: Sprite.java,v 1.20 2001/09/13 19:10:26 mdb Exp $
package com.threerings.media.sprite;
@@ -8,7 +8,6 @@ import java.util.ArrayList;
import java.util.Iterator;
import com.threerings.media.Log;
import com.threerings.media.util.MathUtil;
/**
* The sprite class represents a single moveable object in an animated
@@ -17,6 +16,38 @@ import com.threerings.media.util.MathUtil;
*/
public class Sprite
{
/** The number of distinct directions. */
public static final int NUM_DIRECTIONS = 8;
/** Direction constants. */
public static final int DIR_NONE = -1;
public static final int DIR_SOUTHWEST = 0;
public static final int DIR_WEST = 1;
public static final int DIR_NORTHWEST = 2;
public static final int DIR_NORTH = 3;
public static final int DIR_NORTHEAST = 4;
public static final int DIR_EAST = 5;
public static final int DIR_SOUTHEAST = 6;
public static final int DIR_SOUTH = 7;
/** String translations for the direction constants. */
public static String[] XLATE_DIRS = {
"Southwest", "West", "Northwest", "North", "Northeast",
"East", "Southeast", "South"
};
/** Default frame rate. */
public static final int DEFAULT_FRAME_RATE = 15;
/** Animation mode indicating no animation. */
public static final int NO_ANIMATION = 0;
/** Animation mode indicating movement cued animation. */
public static final int MOVEMENT_CUED = 1;
/** Animation mode indicating time based animation. */
public static final int TIME_BASED = 2;
/**
* Construct a sprite object.
*
@@ -82,15 +113,6 @@ public class Sprite
return _rbounds;
}
/**
* Return whether the sprite is currently moving (following an
* assigned path.)
*/
public boolean isMoving ()
{
return (_dest != null);
}
/**
* Moves the sprite to the specified location. The location specified
* will be used as the center of the bottom edge of the sprite.
@@ -112,6 +134,18 @@ public class Sprite
invalidate();
}
/**
* Sprites have an orientation in one of the eight cardinal
* directions: <code>DIR_NORTH</code>, <code>DIR_NORTHEAST</code>,
* etc. Sprite derived classes can choose to override this member
* function and select a different set of images based on their
* orientation, or they can ignore the orientation information.
*/
public void setOrientation (int orient)
{
_orient = orient;
}
/**
* Initialize the sprite object with its variegated parameters.
*/
@@ -122,15 +156,10 @@ public class Sprite
updateRenderOrigin();
// set default velocity and units
_vel = new Point(1, 1);
_velUnit = new Point(1, 1);
updateVelocity();
// initialize frame animation member data
_frameIdx = 0;
_animDelay = ANIM_NONE;
_numTicks = 0;
_animMode = NO_ANIMATION;
_frameDelay = 1000L/DEFAULT_FRAME_RATE;
setFrames(frames);
invalidate();
@@ -164,17 +193,9 @@ public class Sprite
*/
public void paintPath (Graphics2D gfx)
{
if (_fullpath == null) return;
gfx.setColor(Color.red);
Point prev = null;
int size = _fullpath.size();
for (int ii = 0; ii < size; ii++) {
PathNode n = (PathNode)_fullpath.getNode(ii);
if (prev == null) prev = n.loc;
gfx.drawLine(prev.x, prev.y, n.loc.x, n.loc.y);
prev = n.loc;
}
if (_path != null) {
_path.paint(gfx);
}
}
/**
@@ -204,14 +225,33 @@ public class Sprite
}
/**
* Set the number of ticks to wait before switching to the next image
* in the array of images used to display the sprite.
* Sets the animation mode for this sprite. The available modes are:
*
* @param ticks the number of ticks.
* <ul>
* <li><code>TIME_BASED</code>: cues the animation based on a target
* frame rate (specified via {@link #setFrameRate}).
* <li><code>MOVEMENT_CUED</code>: ticks the animation to the next
* frame every time the sprite is moved along its path.
* <li><code>NO_ANIMATION</code>: disables animation.
* </ul>
*
* @param mode the desired animation mode.
*/
public void setAnimationDelay (int ticks)
public void setAnimationMode (int mode)
{
_animDelay = ticks;
_animMode = mode;
}
/**
* Sets the number of frames per second desired for the sprite
* animation. This is only used when the animation mode is
* <code>TIME_BASED</code>.
*
* @param fps the desired frames per second.
*/
public void setFrameRate (int fps)
{
_frameDelay = 1000L/fps;
}
/**
@@ -228,6 +268,7 @@ public class Sprite
}
_frames = frames;
_frameIdx %= _frames.getFrameCount();
_frame = _frames.getFrame(_frameIdx);
// determine our drawing offsets and rendered rectangle size
@@ -248,53 +289,6 @@ public class Sprite
invalidate();
}
/**
* Set the sprite's velocity when following a path.
*
* @param vx the x-axis velocity.
* @param vy the y-axis velocity.
*/
public void setVelocity (int vx, int vy)
{
_vel.setLocation(vx, vy);
updateVelocity();
}
/**
* Set the units upon which the sprite's velocity is based.
*
* @param ux the x-axis units.
* @param uy the y-axis units.
*/
public void setVelocityUnits (int ux, int uy)
{
_velUnit.setLocation(ux, uy);
updateVelocity();
}
/**
* Update the distance the sprite moves each tick, based on the
* sprite velocity and the velocity units.
*/
protected void updateVelocity ()
{
_fracx = (_vel.x / (float)_velUnit.x);
_fracy = (_vel.y / (float)_velUnit.y);
}
/**
* Stop the sprite from any movement along a path it may be
* engaged in.
*/
public void stop ()
{
// TODO: make sure we come to a stop on a full coordinate,
// even in the case where we aborted a path mid-traversal.
_dest = null;
_path = null;
_fullpath = null;
}
/**
* Set the sprite's active path and start moving it along its
* merry way. If the sprite is already moving along a previous
@@ -305,64 +299,34 @@ public class Sprite
*/
public void move (Path path)
{
// make sure following the path is a sensible thing to do
if (path == null || path.size() < 2) {
// halt any previously existing movement since, regardless
// of its reasonableness, we've been asked to follow a new
// path
stop();
return;
}
// save our path
_path = path;
// save an enumeration of the path nodes
_path = path.elements();
// and the full path for potential rendering
_fullpath = path;
// skip the first node since it's our starting position.
// perhaps someday we'll do something with this.
_path.next();
// start our meandering
moveAlongPath();
// and initialize it
_path.init(this, System.currentTimeMillis());
}
/**
* Start the sprite moving toward the next node in its path.
* Cancels any path that the sprite may currently be moving along.
*/
protected void moveAlongPath ()
public void cancelMove ()
{
if (!_path.hasNext()) {
// inform observers that we've finished our path
notifyObservers(SpriteEvent.FINISHED_PATH, _path);
// clear out our path and bail
stop();
return;
}
// TODO: make sure we come to a stop on a full coordinate,
// even in the case where we aborted a path mid-traversal.
if (_dest != null) {
// inform observers that we've finished a path node
notifyObservers(SpriteEvent.FINISHED_PATH_NODE, _dest);
}
_path = null;
}
// grab the next node in our path
_dest = (PathNode)_path.next();
/**
* Called by the active path when it has completed.
*/
protected void pathCompleted ()
{
// inform observers that we've finished our path
notifyObservers(SpriteEvent.FINISHED_PATH, _path);
// if we're already here, move on to the next node
if (_x == _dest.loc.x && _y == _dest.loc.y) {
moveAlongPath();
return;
}
// determine the horizontal/vertical move increments
float dist = MathUtil.distance(_x, _y, _dest.loc.x, _dest.loc.y);
_incx = (float)(_dest.loc.x - _x) / (dist / _fracx);
_incy = (float)(_dest.loc.y - _y) / (dist / _fracy);
// init position data used to track fractional pixels
_movex = _x;
_movey = _y;
// we no longer want to keep a reference to this path
_path = null;
}
/**
@@ -379,7 +343,9 @@ public class Sprite
*/
public void invalidate ()
{
if (_frame == null) return;
if (_frame == null) {
return;
}
if (_spritemgr != null) {
_spritemgr.addDirtyRect(getRenderedBounds());
@@ -391,59 +357,49 @@ public class Sprite
}
/**
* This method is called periodically by the SpriteManager to give
* the sprite a chance to update its state.
* This method is called periodically by the sprite manager to give
* the sprite a chance to update its state. The sprite manager will
* attempt to call this with the desired refresh rate, but will drop
* calls to tick if it can't keep up. Thus, a sprite should rely on
* the timestamp information to compute elapsed progress if it wishes
* to handle heavy loads gracefully.
*/
public void tick ()
public void tick (long timestamp)
{
// increment the display image if performing image animation
if (_animDelay != ANIM_NONE && (_numTicks++ == _animDelay)) {
_numTicks = 0;
_frameIdx = (_frameIdx + 1) % _frames.getFrameCount();
_frame = _frames.getFrame(_frameIdx);
int fcount = _frames.getFrameCount();
int nfidx = _frameIdx;
boolean moved = false;
// move the sprite along toward its destination, if any
if (_path != null) {
moved = _path.updatePosition(this, timestamp);
}
// increment the display image if performing image animation
switch (_animMode) {
case NO_ANIMATION:
// nothing doing
break;
case TIME_BASED:
_frameIdx = (int)((timestamp/_frameDelay) % fcount);
break;
case MOVEMENT_CUED:
// update the frame if the sprite moved
if (moved) {
nfidx = (_frameIdx + 1) % fcount;
}
break;
}
// only update the sprite if our frame index changed
if (nfidx != _frameIdx) {
_frameIdx = nfidx;
_frame = _frames.getFrame(_frameIdx);
// dirty our rectangle since we've altered our display image
invalidate();
}
// move the sprite along toward its destination, if any
if (_dest != null) {
handleMove();
}
}
/**
* Actually move the sprite's position toward its destination one
* display increment.
*/
protected void handleMove ()
{
// dirty our rectangle since we're going to move
invalidate();
// move the sprite incrementally toward its goal
_x = (int)(_movex += _incx);
_y = (int)(_movey += _incy);
// stop moving once we've reached our destination
if (_incx > 0 && _x > _dest.loc.x ||
_incx < 0 && _x < _dest.loc.x ||
_incy > 0 && _y > _dest.loc.y ||
_incy < 0 && _y < _dest.loc.y) {
// make sure we stop exactly where desired
_x = _dest.loc.x;
_y = _dest.loc.y;
// move further along the path if necessary
moveAlongPath();
}
// update the draw coordinates to reflect our new position
updateRenderOrigin();
// dirty our rectangle in the new position
invalidate();
}
/**
@@ -490,7 +446,9 @@ public class Sprite
*/
protected void notifyObservers (int eventCode, Object arg)
{
if (_observers == null) return;
if (_observers == null) {
return;
}
SpriteEvent evt = new SpriteEvent(this, eventCode, arg);
_spritemgr.notifySpriteObservers(_observers, evt);
@@ -508,9 +466,6 @@ public class Sprite
return buf.append("]").toString();
}
/** Value used to denote that no image animation is desired. */
protected static final int ANIM_NONE = -1;
/** The images used to render the sprite. */
protected MultiFrameImage _frames;
@@ -520,6 +475,9 @@ public class Sprite
/** The current frame index to render. */
protected int _frameIdx;
/** The orientation of this sprite. */
protected int _orient = DIR_NONE;
/** The location of the sprite in pixel coordinates. */
protected int _x, _y;
@@ -529,35 +487,14 @@ public class Sprite
/** Our rendered bounds in pixel coordinates. */
protected Rectangle _rbounds = new Rectangle();
/** The PathNode objects describing the path the sprite is following. */
protected Iterator _path;
/** What type of animation is desired for this sprite. */
protected int _animMode;
/** When moving, the sprite's destination path node. */
protected PathNode _dest;
/** For how many milliseconds to display an animation frame. */
protected long _frameDelay;
/** When moving, the sprite position including fractional pixels. */
protected float _movex, _movey;
/** When moving, the distance to move on each axis per tick. */
protected float _incx, _incy;
/** The distance to move on the straight path line per tick. */
protected float _fracx, _fracy;
/** The number of ticks to wait before rendering with the next image. */
protected int _animDelay;
/** The number of ticks since the last image animation. */
protected int _numTicks;
/** When moving, the full path the sprite is traversing. */
protected Path _fullpath;
/** The sprite velocity when moving. */
protected Point _vel;
/** The sprite velocity units. */
protected Point _velUnit;
/** When moving, the path the sprite is traversing. */
protected Path _path;
/** The sprite observers observing this sprite. */
protected ArrayList _observers;
@@ -1,5 +1,5 @@
//
// $Id: SpriteManager.java,v 1.12 2001/09/07 23:01:53 shaper Exp $
// $Id: SpriteManager.java,v 1.13 2001/09/13 19:10:26 mdb Exp $
package com.threerings.media.sprite;
@@ -154,10 +154,10 @@ public class SpriteManager
* queue by the {@link AnimationManager}. Handles moving about of
* sprites and reporting of sprite collisions.
*/
public void tick ()
public void tick (long timestamp)
{
// tick all sprites
tickSprites();
tickSprites(timestamp);
// re-sort the sprite list to account for potential new positions
sortSprites();
@@ -179,12 +179,12 @@ public class SpriteManager
* chance to move themselves about, change their display image,
* and so forth.
*/
protected void tickSprites ()
protected void tickSprites (long timestamp)
{
int size = _sprites.size();
for (int ii = 0; ii < size; ii++) {
Sprite sprite = (Sprite)_sprites.get(ii);
sprite.tick();
sprite.tick(timestamp);
}
}