7f71748537
character image when painting a character sprite. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1961 542714f4-19e9-0310-aa3c-eee0fc999fb1
312 lines
9.2 KiB
Java
312 lines
9.2 KiB
Java
//
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// $Id: CharacterSprite.java,v 1.37 2002/11/19 00:23:46 mdb Exp $
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package com.threerings.cast;
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import java.awt.Graphics2D;
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import java.awt.Point;
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import java.awt.Rectangle;
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import javax.swing.SwingUtilities;
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import com.threerings.media.sprite.ImageSprite;
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import com.threerings.media.util.Path;
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/**
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* A character sprite is a sprite that animates itself while walking
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* about in a scene.
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*/
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public class CharacterSprite extends ImageSprite
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implements StandardActions
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{
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/**
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* Initializes this character sprite with the specified character
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* descriptor and character manager. It will obtain animation data
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* from the supplied character manager.
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*/
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public void init (CharacterDescriptor descrip, CharacterManager charmgr)
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{
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// keep track of this stuff
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_descrip = descrip;
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_charmgr = charmgr;
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// assign an arbitrary starting orientation
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_orient = SOUTHWEST;
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// pass the buck to derived classes
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didInit();
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}
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/**
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* Called after this sprite has been initialized with its character
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* descriptor and character manager. Derived classes can do post-init
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* business here.
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*/
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protected void didInit ()
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{
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}
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/**
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* Reconfigures this sprite to use the specified character descriptor.
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*/
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public void setCharacterDescriptor (CharacterDescriptor descrip)
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{
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// keep the new descriptor
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_descrip = descrip;
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// reset our action which will reload our frames
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setActionSequence(_action);
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}
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/**
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* Specifies the action to use when the sprite is at rest. The default
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* is <code>STANDING</code>.
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*/
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public void setRestingAction (String action)
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{
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_restingAction = action;
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}
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/**
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* Returns the action to be used when the sprite is at rest. Derived
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* classes may wish to override this method and vary the action based
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* on external parameters (or randomly).
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*/
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public String getRestingAction ()
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{
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return _restingAction;
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}
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/**
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* Specifies the action to use when the sprite is following a path.
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* The default is <code>WALKING</code>.
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*/
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public void setFollowingPathAction (String action)
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{
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_followingPathAction = action;
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}
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/**
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* Returns the action to be used when the sprite is following a path.
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* Derived classes may wish to override this method and vary the
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* action based on external parameters (or randomly).
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*/
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public String getFollowingPathAction ()
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{
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return _followingPathAction;
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}
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/**
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* Sets the action sequence used when rendering the character, from
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* the set of available sequences.
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*/
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public void setActionSequence (String action)
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{
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// keep track of our current action in case someone swaps out our
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// character description
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_action = action;
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// get a reference to the action sequence so that we can obtain
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// our animation frames and configure our frames per second
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ActionSequence actseq = _charmgr.getActionSequence(action);
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if (actseq == null) {
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String errmsg = "No such action '" + action + "'.";
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throw new IllegalArgumentException(errmsg);
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}
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try {
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// obtain our animation frames for this action sequence
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_aframes = _charmgr.getActionFrames(_descrip, action);
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// update the sprite render attributes
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setFrameRate(actseq.framesPerSecond);
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setFrames(_aframes.getFrames(_orient));
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} catch (NoSuchComponentException nsce) {
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Log.warning("Character sprite references non-existent " +
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"component [sprite=" + this + ", err=" + nsce + "].");
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}
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}
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// documentation inherited
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public void setOrientation (int orient)
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{
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super.setOrientation(orient);
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// update the sprite frames to reflect the direction
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if (_aframes != null) {
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setFrames(_aframes.getFrames(orient));
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}
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}
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// // documentation inherited
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// public void paint (Graphics2D gfx)
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// {
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// // DEBUG: draw our origin
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// gfx.setColor(java.awt.Color.white);
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// gfx.drawOval(_x - 3, _y - 3, 6, 6);
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// super.paint(gfx);
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// }
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// documentation inherited
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public boolean hitTest (int x, int y)
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{
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// the irect adjustments are to account for our decorations
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return (_frames != null && _ibounds.contains(x, y) &&
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_frames.hitTest(_frameIdx, x - _ibounds.x, y - _ibounds.y));
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}
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// documentation inherited
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public void paint (Graphics2D gfx)
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{
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if (_frames != null) {
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decorateBehind(gfx);
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// paint the image using _ibounds rather than _bounds which
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// has been modified to include the bounds of our decorations
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_frames.paintFrame(gfx, _frameIdx, _ibounds.x, _ibounds.y);
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decorateInFront(gfx);
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} else {
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super.paint(gfx);
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}
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}
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/**
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* Called to paint any decorations that should appear behind the
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* character sprite image.
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*/
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protected void decorateBehind (Graphics2D gfx)
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{
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}
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/**
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* Called to paint any decorations that should appear in front of the
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* character sprite image.
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*/
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protected void decorateInFront (Graphics2D gfx)
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{
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}
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// documentation inherited
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protected void updateRenderOrigin ()
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{
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super.updateRenderOrigin();
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// adjust our image bounds to reflect the new location
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_ibounds.x = _bounds.x + _ioff.x;
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_ibounds.y = _bounds.y + _ioff.y;
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}
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// documentation inherited
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protected void accomodateFrame (int frameIdx, int width, int height)
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{
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// this will update our width and height
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super.accomodateFrame(frameIdx, width, height);
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// we now need to update the render offset for this frame
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_oxoff = _aframes.getXOrigin(_orient, frameIdx);
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_oyoff = _aframes.getYOrigin(_orient, frameIdx);
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// and cause those changes to be reflected in our bounds
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updateRenderOrigin();
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// start out with our bounds the same as our image bounds
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_ibounds.setBounds(_bounds);
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// now we can call down and incorporate the dimensions of any
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// decorations that will be rendered along with our image
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unionDecorationBounds(_bounds);
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// compute our new render origin
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_oxoff = _ox - _bounds.x;
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_oyoff = _oy - _bounds.y;
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// track the offset from our expanded bounds to our image bounds
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_ioff.x = _ibounds.x - _bounds.x;
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_ioff.y = _ibounds.y - _bounds.y;
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}
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/**
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* Called by {@link #accomodateFrame} to give derived classes an
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* opportunity to incorporate the bounds of any decorations that will
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* be drawn along with this sprite. The {@link #_ibounds} rectangle
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* will contain the bounds of the image that comprises the undecorated
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* sprite. From that the position and size of decorations can be
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* computed and unioned with the supplied bounds rectangle (most
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* likely by using {@link SwingUtilities#computeUnion} which applies
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* the union in place rather than creating a new rectangle).
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*/
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protected void unionDecorationBounds (Rectangle bounds)
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{
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}
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// documentation inherited
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public void cancelMove ()
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{
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super.cancelMove();
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halt();
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}
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// documentation inherited
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public void pathBeginning ()
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{
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super.pathBeginning();
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// enable walking animation
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setActionSequence(getFollowingPathAction());
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setAnimationMode(TIME_BASED);
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}
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// documentation inherited
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public void pathCompleted ()
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{
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super.pathCompleted();
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halt();
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}
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/**
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* Updates the sprite animation frame to reflect the cessation of
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* movement and disables any further animation.
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*/
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protected void halt ()
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{
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// only do something if we're actually animating
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if (_animMode != NO_ANIMATION) {
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// disable animation
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setAnimationMode(NO_ANIMATION);
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// come to a halt looking settled and at peace
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String rest = getRestingAction();
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if (rest != null) {
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setActionSequence(rest);
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}
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}
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}
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/** The action to use when at rest. */
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protected String _restingAction = STANDING;
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/** The action to use when following a path. */
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protected String _followingPathAction = WALKING;
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/** A reference to the descriptor for the character that we're
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* visualizing. */
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protected CharacterDescriptor _descrip;
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/** A reference to the character manager that created us. */
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protected CharacterManager _charmgr;
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/** The action we are currently displaying. */
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protected String _action;
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/** The animation frames for the active action sequence in each
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* orientation. */
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protected ActionFrames _aframes;
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/** The offset from the upper-left of the total sprite bounds to the
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* upper-left of the image within those bounds. */
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protected Point _ioff = new Point();
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/** The bounds of the current sprite image. */
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protected Rectangle _ibounds = new Rectangle();
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}
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