be6645db40
first time the animation is ticked so that we don't get apparently physics defying behavior if someone creates a sprite and sprite animation but then doesn't activate the animation immediately. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1919 542714f4-19e9-0310-aa3c-eee0fc999fb1
83 lines
2.2 KiB
Java
83 lines
2.2 KiB
Java
//
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// $Id: SpriteAnimation.java,v 1.2 2002/11/06 01:40:39 mdb Exp $
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package com.threerings.media.animation;
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import java.awt.Graphics2D;
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import java.awt.Rectangle;
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import com.threerings.media.sprite.PathCompletedEvent;
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import com.threerings.media.sprite.Sprite;
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import com.threerings.media.sprite.SpriteEvent;
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import com.threerings.media.sprite.SpriteManager;
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import com.threerings.media.sprite.SpriteObserver;
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import com.threerings.media.util.Path;
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public class SpriteAnimation extends Animation
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implements SpriteObserver
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{
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/**
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* Constructs a sprite animation for the given sprite. The first time
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* the animation is ticked, the sprite will be added to the given
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* sprite manager and started along the supplied path.
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*/
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public SpriteAnimation (SpriteManager spritemgr, Sprite sprite, Path path)
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{
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super(new Rectangle());
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// save things off
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_spritemgr = spritemgr;
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_sprite = sprite;
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_path = path;
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// set up our sprite business
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_sprite.addSpriteObserver(this);
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}
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/**
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* Derived classes can override tick if they want to end the animation
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* in some other way than the sprite completing a path.
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*/
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public void tick (long timestamp)
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{
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// start the sprite moving on its path on our first tick
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if (_path != null) {
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_spritemgr.addSprite(_sprite);
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_sprite.move(_path);
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_path = null;
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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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// nothing for now
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}
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// documentation inherited
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public void handleEvent (SpriteEvent event)
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{
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if (event instanceof PathCompletedEvent) {
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_finished = true;
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}
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}
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// documentation inherited
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protected void didFinish ()
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{
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super.didFinish();
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_spritemgr.removeSprite(_sprite);
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_sprite = null;
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}
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/** The sprite associated with this animation. */
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protected Sprite _sprite;
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/** The sprite manager managing our sprite. */
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protected SpriteManager _spritemgr;
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/** The path along which we'll move our sprite. */
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protected Path _path;
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}
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