Files
nenya/src/as/com/threerings/cast/CharacterComponent.as
T
Mike Thomas 57f020afb8 Enough AS cast implementation to render a basic character sprite from component bundles.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@970 ed5b42cb-e716-0410-a449-f6a68f950b19
2010-08-10 20:28:25 +00:00

143 lines
4.6 KiB
ActionScript

//
// 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 com.threerings.util.Hashable;
import com.threerings.util.Equalable;
import com.threerings.util.Set;
import com.threerings.util.StringUtil;
/**
* The character component represents a single component that can be composited with other
* character components to generate an image representing a complete character displayable in any
* of the eight compass directions as detailed in the {@link Sprite} class direction constants.
*/
public class CharacterComponent
implements Equalable, Hashable
{
/** The unique component identifier. */
public var componentId :int;
/** The component's name. */
public var name :String;
/** The class of components to which this one belongs. */
public var componentClass :ComponentClass;
/**
* Constructs a character component with the specified id of the specified class.
*/
public function CharacterComponent (
componentId :int, name :String, compClass :ComponentClass, fprov :FrameProvider)
{
this.componentId = componentId;
this.name = name;
this.componentClass = compClass;
_frameProvider = fprov;
}
public function setFrameProvider (frameProvider :FrameProvider) :void
{
_frameProvider = frameProvider;
// Notify them all and clear our list.
for each (var func :Function in _notifyOnLoad) {
func(this);
}
_notifyOnLoad = [];
}
/**
* Returns the render priority appropriate for this component at the specified action and
* orientation.
*/
public function getRenderPriority (action :String, orientation :int) :int
{
return componentClass.getRenderPriority(action, name, orientation);
}
/**
* Returns the image frames for the specified action animation or null if no animation for the
* specified action is available for this component.
*
* @param type null for the normal action frames or one of the custom action sub-types:
* {@link StandardActions#SHADOW_TYPE}, etc.
*/
public function getFrames (action :String, type :String) :ActionFrames
{
return isLoaded() ? _frameProvider.getFrames(this, action, type) : null;
}
/**
* Returns the path to the image frames for the specified action animation or null if no
* animation for the specified action is available for this component.
*
* @param type null for the normal action frames or one of the custom action sub-types:
* {@link StandardActions#SHADOW_TYPE}, etc.
*
* @param existentPaths the set of all paths for which there are valid frames.
*/
public function getFramePath (action :String, type :String, existentPaths :Set) :String
{
return _frameProvider.getFramePath(this, action, type, existentPaths);
}
public function equals (other :Object) :Boolean
{
if (other is CharacterComponent) {
return componentId == (CharacterComponent(other)).componentId;
} else {
return false;
}
}
public function hashCode () :int
{
return componentId;
}
public function toString () :String
{
return StringUtil.simpleToString(this);
}
public function isLoaded () :Boolean
{
return _frameProvider != null;
}
public function notifyOnLoad (func :Function) :void
{
if (isLoaded()) {
func(this);
} else {
_notifyOnLoad.push(func);
}
}
/** The entity from which we obtain our animation frames. */
protected var _frameProvider :FrameProvider;
/** Everyone who cares when we're loaded. */
protected var _notifyOnLoad :Array = [];
}
}