//
// $Id: CharacterSprite.java,v 1.37 2002/11/19 00:23:46 mdb Exp $
package com.threerings.cast;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Rectangle;
import javax.swing.SwingUtilities;
import com.threerings.media.sprite.ImageSprite;
import com.threerings.media.util.Path;
/**
* A character sprite is a sprite that animates itself while walking
* about in a scene.
*/
public class CharacterSprite extends ImageSprite
implements StandardActions
{
/**
* Initializes this character sprite with the specified character
* descriptor and character manager. It will obtain animation data
* from the supplied character manager.
*/
public void init (CharacterDescriptor descrip, CharacterManager charmgr)
{
// keep track of this stuff
_descrip = descrip;
_charmgr = charmgr;
// assign an arbitrary starting orientation
_orient = SOUTHWEST;
// pass the buck to derived classes
didInit();
}
/**
* Called after this sprite has been initialized with its character
* descriptor and character manager. Derived classes can do post-init
* business here.
*/
protected void didInit ()
{
}
/**
* Reconfigures this sprite to use the specified character descriptor.
*/
public void setCharacterDescriptor (CharacterDescriptor descrip)
{
// keep the new descriptor
_descrip = descrip;
// reset our action which will reload our frames
setActionSequence(_action);
}
/**
* Specifies the action to use when the sprite is at rest. The default
* is STANDING.
*/
public void setRestingAction (String action)
{
_restingAction = action;
}
/**
* Returns the action to be used when the sprite is at rest. Derived
* classes may wish to override this method and vary the action based
* on external parameters (or randomly).
*/
public String getRestingAction ()
{
return _restingAction;
}
/**
* Specifies the action to use when the sprite is following a path.
* The default is WALKING.
*/
public void setFollowingPathAction (String action)
{
_followingPathAction = action;
}
/**
* Returns the action to be used when the sprite is following a path.
* Derived classes may wish to override this method and vary the
* action based on external parameters (or randomly).
*/
public String getFollowingPathAction ()
{
return _followingPathAction;
}
/**
* Sets the action sequence used when rendering the character, from
* the set of available sequences.
*/
public void setActionSequence (String action)
{
// keep track of our current action in case someone swaps out our
// character description
_action = action;
// get a reference to the action sequence so that we can obtain
// our animation frames and configure our frames per second
ActionSequence actseq = _charmgr.getActionSequence(action);
if (actseq == null) {
String errmsg = "No such action '" + action + "'.";
throw new IllegalArgumentException(errmsg);
}
try {
// obtain our animation frames for this action sequence
_aframes = _charmgr.getActionFrames(_descrip, action);
// update the sprite render attributes
setFrameRate(actseq.framesPerSecond);
setFrames(_aframes.getFrames(_orient));
} catch (NoSuchComponentException nsce) {
Log.warning("Character sprite references non-existent " +
"component [sprite=" + this + ", err=" + nsce + "].");
}
}
// documentation inherited
public void setOrientation (int orient)
{
super.setOrientation(orient);
// update the sprite frames to reflect the direction
if (_aframes != null) {
setFrames(_aframes.getFrames(orient));
}
}
// // documentation inherited
// public void paint (Graphics2D gfx)
// {
// // DEBUG: draw our origin
// gfx.setColor(java.awt.Color.white);
// gfx.drawOval(_x - 3, _y - 3, 6, 6);
// super.paint(gfx);
// }
// documentation inherited
public boolean hitTest (int x, int y)
{
// the irect adjustments are to account for our decorations
return (_frames != null && _ibounds.contains(x, y) &&
_frames.hitTest(_frameIdx, x - _ibounds.x, y - _ibounds.y));
}
// documentation inherited
public void paint (Graphics2D gfx)
{
if (_frames != null) {
decorateBehind(gfx);
// paint the image using _ibounds rather than _bounds which
// has been modified to include the bounds of our decorations
_frames.paintFrame(gfx, _frameIdx, _ibounds.x, _ibounds.y);
decorateInFront(gfx);
} else {
super.paint(gfx);
}
}
/**
* Called to paint any decorations that should appear behind the
* character sprite image.
*/
protected void decorateBehind (Graphics2D gfx)
{
}
/**
* Called to paint any decorations that should appear in front of the
* character sprite image.
*/
protected void decorateInFront (Graphics2D gfx)
{
}
// documentation inherited
protected void updateRenderOrigin ()
{
super.updateRenderOrigin();
// adjust our image bounds to reflect the new location
_ibounds.x = _bounds.x + _ioff.x;
_ibounds.y = _bounds.y + _ioff.y;
}
// documentation inherited
protected void accomodateFrame (int frameIdx, int width, int height)
{
// this will update our width and height
super.accomodateFrame(frameIdx, width, height);
// we now need to update the render offset for this frame
_oxoff = _aframes.getXOrigin(_orient, frameIdx);
_oyoff = _aframes.getYOrigin(_orient, frameIdx);
// and cause those changes to be reflected in our bounds
updateRenderOrigin();
// start out with our bounds the same as our image bounds
_ibounds.setBounds(_bounds);
// now we can call down and incorporate the dimensions of any
// decorations that will be rendered along with our image
unionDecorationBounds(_bounds);
// compute our new render origin
_oxoff = _ox - _bounds.x;
_oyoff = _oy - _bounds.y;
// track the offset from our expanded bounds to our image bounds
_ioff.x = _ibounds.x - _bounds.x;
_ioff.y = _ibounds.y - _bounds.y;
}
/**
* Called by {@link #accomodateFrame} to give derived classes an
* opportunity to incorporate the bounds of any decorations that will
* be drawn along with this sprite. The {@link #_ibounds} rectangle
* will contain the bounds of the image that comprises the undecorated
* sprite. From that the position and size of decorations can be
* computed and unioned with the supplied bounds rectangle (most
* likely by using {@link SwingUtilities#computeUnion} which applies
* the union in place rather than creating a new rectangle).
*/
protected void unionDecorationBounds (Rectangle bounds)
{
}
// documentation inherited
public void cancelMove ()
{
super.cancelMove();
halt();
}
// documentation inherited
public void pathBeginning ()
{
super.pathBeginning();
// enable walking animation
setActionSequence(getFollowingPathAction());
setAnimationMode(TIME_BASED);
}
// documentation inherited
public void pathCompleted ()
{
super.pathCompleted();
halt();
}
/**
* Updates the sprite animation frame to reflect the cessation of
* movement and disables any further animation.
*/
protected void halt ()
{
// only do something if we're actually animating
if (_animMode != NO_ANIMATION) {
// disable animation
setAnimationMode(NO_ANIMATION);
// come to a halt looking settled and at peace
String rest = getRestingAction();
if (rest != null) {
setActionSequence(rest);
}
}
}
/** The action to use when at rest. */
protected String _restingAction = STANDING;
/** The action to use when following a path. */
protected String _followingPathAction = WALKING;
/** A reference to the descriptor for the character that we're
* visualizing. */
protected CharacterDescriptor _descrip;
/** A reference to the character manager that created us. */
protected CharacterManager _charmgr;
/** The action we are currently displaying. */
protected String _action;
/** The animation frames for the active action sequence in each
* orientation. */
protected ActionFrames _aframes;
/** The offset from the upper-left of the total sprite bounds to the
* upper-left of the image within those bounds. */
protected Point _ioff = new Point();
/** The bounds of the current sprite image. */
protected Rectangle _ibounds = new Rectangle();
}