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Used for animated sprites in libGDX, but could easily be changed for some other framework.
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| import com.badlogic.gdx.graphics.g2d.Sprite; | |
| /** | |
| * @author tedigc | |
| * @since 8-04-2016 | |
| */ | |
| public class Animation { | |
| private Sprite[] frames; | |
| private int currentFrame; | |
| private boolean playedOnce; | |
| public Timer timer = new Timer(0); | |
| public Animation(Sprite[] frames, float delay) { | |
| this.frames = frames; | |
| this.timer = new Timer(delay, true); | |
| } | |
| public void setFrames(Sprite[] frames) { | |
| this.frames = frames; | |
| currentFrame = 0; | |
| playedOnce = false; | |
| timer.resetTimer(); | |
| timer.start(); | |
| } | |
| public void tick(float dt) { | |
| // Check if it's time to change frame | |
| if(timer.tick(dt)) { | |
| this.currentFrame++; | |
| } | |
| // If at the end, loop back to the first frame. | |
| if(currentFrame >= frames.length) { | |
| currentFrame = 0; | |
| playedOnce = true; | |
| } | |
| } | |
| public void setDelay(float delay) { | |
| timer.setDelay(delay); | |
| } | |
| public void setFrame(int i) { | |
| this.currentFrame = i; | |
| } | |
| public int getCurrentFrame() { | |
| return this.currentFrame; | |
| } | |
| public int getNFrames() { | |
| return this.frames.length; | |
| } | |
| public Sprite getCurrentSprite() { | |
| return frames[currentFrame]; | |
| } | |
| public boolean hasPlayedOnce() { | |
| return this.playedOnce; | |
| } | |
| } |
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