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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 a;
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.a = 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.a = other.a;
}
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, a);
}
}
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