// // Nenya library - tools for developing networked games // Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved // http://code.google.com/p/nenya/ // // This library is free software; you can redistribute it and/or modify it // under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA package com.threerings.cast { import flash.geom.Point; import com.threerings.media.tile.SwissArmyTileSet; import com.threerings.util.DirectionUtil; import com.threerings.util.StringUtil; /** * The action sequence class describes a particular character animation * sequence. An animation sequence consists of one or more frames of * animation, renders at a particular frame rate, and has an origin point * that specifies the location of the base of the character in relation to * the bounds of the animation images. */ public class ActionSequence { /** * Defines the name of the default action sequence. When component * tilesets are loaded to build a set of composited images for a * particular action sequence, a check is first made for a component * tileset specific to the action sequence and then for the * component's default tileset if the action specific tileset did not * exist. */ public static const DEFAULT_SEQUENCE :String = "default"; /** The action sequence name. */ public var name :String; /** The number of frames per second to show when animating. */ public var framesPerSecond :Number; /** The position of the character's base for this sequence. */ public var origin :Point = new Point(); public var tileset :SwissArmyTileSet; /** Orientation codes for the orientations available for this * action. */ public var orients :Array; public static function fromXml (xml :XML) :ActionSequence { var seq :ActionSequence = new ActionSequence(); seq.name = xml.@name; seq.framesPerSecond = xml.framesPerSecond; seq.orients = toOrientArray(xml.orients); seq.origin = toPoint(xml.origin); seq.tileset = SwissArmyTileSet.fromXml(xml.tileset[0]); return seq; } protected static function toOrientArray (str :String) :Array { if (str == null || str.length == 0) { return null; } return str.split(",").map(function(element :String, index :int, arr :Array) :int { return DirectionUtil.fromShortString(StringUtil.trim(element)); }); } protected static function toPoint (str :String) :Point { if (str == null || str.length == 0) { return null; } var coords :Array = str.split(",").map(function(element :String, index :int, arr :Array) :int { return int(StringUtil.trim(element)); }); return new Point(coords[0], coords[1]); } public function toString () :String { return "[name=" + name + ", framesPerSecond=" + framesPerSecond + ", origin=" + origin + ", orients=" + (orients == null ? 0 : orients.length) + "]"; } } }