package ch.asynk.gdx.boardgame; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.graphics.g2d.TextureRegion; public class FramedSprite implements Drawable, Positionable { public static int trim = 2; public static int offset = 0; private TextureRegion[][] frames; private TextureRegion frame; public final int rows; public final int cols; public float x; public float y; public float r; public FramedSprite(Texture texture, int rows, int cols) { this.frames = TextureRegion.split(texture, (texture.getWidth() / cols), (texture.getHeight() / rows)); this.frame = frames[0][0]; this.rows = rows; this.cols = cols; this.x = 0; this.y = 0; this.r = 0; if (trim > 0 || offset > 0) { for (int r = 0; r < rows; r++) { for (int c = 0; c < cols; c++) { TextureRegion f = frames[r][c]; if (offset > 0 ){ f.setRegionX(f.getRegionX() + offset); f.setRegionY(f.getRegionY() + offset); } if (trim > 0) { f.setRegionWidth(f.getRegionWidth() - trim); f.setRegionHeight(f.getRegionHeight() - trim); } } } } } public FramedSprite(FramedSprite other) { Texture t = other.frame.getTexture(); this.rows = other.rows; this.cols = other.cols; this.frames = TextureRegion.split(t, (t.getWidth() / cols), (t.getHeight() / rows)); this.frame = frames[0][0]; this.x = other.x; this.y = other.y; this.r = other.r; } public void setFrame(int row, int col) { this.frame = frames[row][col]; } public TextureRegion getFrame() { return frame; } @Override public float getX() { return x; } @Override public float getY() { return y; } @Override public float getWidth() { return frame.getRegionWidth(); } @Override public float getHeight() { return frame.getRegionHeight(); } @Override public void translate(float dx, float dy) { setPosition(getX() + dx, getY() + dy); } @Override public void setPosition(float x, float y) { this.x = x; this.y = y; } @Override public void draw(Batch batch) { batch.draw(frame, x, y, 0, 0, frame.getRegionWidth(), frame.getRegionHeight(), 1f, 1f, r); } }