Separated path code from sprite code so that we can have other things

follow a path (specifically, I want to allow the media panel to be
"scrolled" along a path).


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1409 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2002-05-31 03:38:03 +00:00
parent f448ebe4f1
commit ccbc47a7de
12 changed files with 133 additions and 122 deletions
+24 -25
View File
@@ -1,56 +1,55 @@
//
// $Id: Path.java,v 1.6 2002/05/17 21:12:48 mdb Exp $
// $Id: Path.java,v 1.7 2002/05/31 03:38:03 mdb Exp $
package com.threerings.media.sprite;
package com.threerings.media.util;
import java.awt.Graphics2D;
/**
* A path is used to cause a sprite to follow a particular path along the
* screen. The sprite will call into the path every time it is ticked by
* the animation manager and the path is responsible for updating the
* position of the sprite based on the time that has elapsed since the
* sprite started down the path. The animation manager attempts to tick
* once per frame at the desired frame rate, but may tick less often if
* CPU resources are limited, thus paths should not rely on tick counts
* but instead use elapsed time to determine progress.
* A path is used to cause a {@link Pathable} to follow a particular path
* along the screen. The {@link Pathable} is responsible for calling
* {@link #tick} on the path with reasonable frequency (generally as a
* part of the frame tick. The path is responsible for updating the
* position of the {@link Pathable} based on the time that has elapsed
* since the {@link Pathable} started down the path.
*
* <p> The path should call back to the sprite (via {@link
* Sprite#pathCompleted}) to let it know when the path has been completed.
* <p> The path should call the appropriate callbacks on the {@link
* Pathable} when appropriate (e.g. {@link Pathable#pathBeginning}, {@link
* Pathable#pathCompleted}).
*/
public interface Path
{
/**
* Called once to let the path prepare itself for the process of
* animating the supplied sprite.
* animating the supplied pathable.
*/
public void init (Sprite sprite, long tickStamp);
public void init (Pathable pable, long tickStamp);
/**
* Called to request that this path update the position of the
* specified sprite based on the supplied timestamp information. A
* specified pathable based on the supplied timestamp information. A
* path should record its initial timestamp and determine the progress
* of the sprite along the path based on the time elapsed since the
* sprite began down the path.
* of the pathable along the path based on the time elapsed since the
* pathable began down the path.
*
* @param sprite the sprite whose position should be updated.
* @param pable the pathable whose position should be updated.
* @param tickStamp the timestamp associated with this frame.
*
* @return true if the sprite's position was updated, false if the
* path determined that the sprite should not move at this time.
* @return true if the pathable's position was updated, false if the
* path determined that the pathable should not move at this time.
*/
public boolean updatePosition (Sprite sprite, long tickStamp);
public boolean tick (Pathable pable, long tickStamp);
/**
* This is called if the sprite manager is paused for some length of
* time and then unpaused. Paths should adjust any time stamps they
* are maintaining internally by the delta so that time maintains the
* This is called if the pathable is paused for some length of time
* and then unpaused. Paths should adjust any time stamps they are
* maintaining internally by the delta so that time maintains the
* illusion of flowing smoothly forward.
*/
public void fastForward (long timeDelta);
/**
* Called when the view that contains the sprite following this path
* Called when the view that contains the pathable following this path
* is scrolling by the specified amount. Gives the path an opportunity
* to adjust its internal coordinates by the scrolled amount.
*/