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package ch.asynk.rustanddust.engine.gfx.animations;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import ch.asynk.rustanddust.engine.gfx.Animation;
import ch.asynk.rustanddust.engine.util.IterableArray;
public class AnimationSequence implements Animation, Pool.Poolable
{
private IterableArray<Animation> animations;
private static final Pool<AnimationSequence> animationSequencePool = new Pool<AnimationSequence>() {
@Override
protected AnimationSequence newObject() {
return new AnimationSequence();
}
};
public static AnimationSequence get(int capacity)
{
AnimationSequence seq = animationSequencePool.obtain();
if (seq.animations == null)
seq.animations = new IterableArray<Animation>(capacity);
else
seq.animations.ensureCapacity(capacity);
return seq;
}
@Override
public void reset()
{
for (Animation a : animations)
a.dispose();
animations.clear();
}
@Override
public void dispose()
{
animationSequencePool.free(this);
}
public void addAnimation(Animation animation)
{
animations.add(animation);
}
@Override
public boolean animate(float delta)
{
if (animations.isEmpty()) return true;
Animation animation = animations.get(0);
if (animation.animate(delta)) {
animations.remove(0);
}
return (animations.isEmpty());
}
@Override
public void draw(Batch batch)
{
animations.get(0).draw(batch);
}
@Override
public void drawDebug(ShapeRenderer debugShapes)
{
animations.get(0).drawDebug(debugShapes);
}
}
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