// // Nenya library - tools for developing networked games // Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/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.display.DisplayObject; /** * Encapsulates a set of frames in each of {@link * DirectionCodes#DIRECTION_COUNT} orientations that are used to render a * character sprite. */ public interface ActionFrames { /** * Returns the number of orientations available in this set of action * frames. */ function getOrientationCount () :int; /** * Returns the multi-frame image that comprises the frames for the * specified orientation. */ function getFrames (orient :int, callback :Function) :void; /** * Returns the x offset from the upper left of the image to the * "origin" for this character frame. A sprite with location (x, y) * will be rendered such that its origin is coincident with that * location. */ function getXOrigin (orient :int, frameIdx :int) :int; /** * Returns the y offset from the upper left of the image to the * "origin" for this character frame. A sprite with location (x, y) * will be rendered such that its origin is coincident with that * location. */ function getYOrigin (orient :int, frameIdx :int) :int; /** * Creates a clone of these action frames which will have the supplied * colorizations applied to the frame images. */ function cloneColorized (zations :Array) :ActionFrames; /** * Creates a clone of these action frames which will have the supplied * translation applied to the frame images. */ function cloneTranslated (dx :int, dy :int) :ActionFrames; } }