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Searched
refs:ANIMATION
(Results
1 - 11
of
11
) sorted by null
/external/replicaisland/src/com/replica/replicaisland/
GameComponent.java
35
ANIMATION
, // animations are selected
FixedAnimationComponent.java
24
setPhase(ComponentPhases.
ANIMATION
.ordinal());
ButtonAnimationComponent.java
22
public static final class
Animation
{
34
setPhase(ComponentPhases.
ANIMATION
.ordinal());
54
if (mSprite.getCurrentAnimation() ==
Animation
.UP) {
60
mSprite.playAnimation(
Animation
.DOWN);
68
mSprite.playAnimation(
Animation
.UP);
GenericAnimationComponent.java
24
setPhase(ComponentPhases.
ANIMATION
.ordinal());
43
mSprite.playAnimation(
Animation
.IDLE);
46
mSprite.playAnimation(
Animation
.MOVE);
49
mSprite.playAnimation(
Animation
.ATTACK);
52
mSprite.playAnimation(
Animation
.HIT_REACT);
55
mSprite.playAnimation(
Animation
.DEATH);
58
mSprite.playAnimation(
Animation
.HIDE);
61
mSprite.playAnimation(
Animation
.FROZEN);
76
public static final class
Animation
{
EnemyAnimationComponent.java
20
* A general-purpose
animation
selection system for animating enemy characters. Most enemy
21
* characters behave similarly, so this code tries to decide which
animation
bets fits their current
50
setPhase(ComponentPhases.
ANIMATION
.ordinal());
DoorAnimationComponent.java
23
public static final class
Animation
{
49
setPhase(ComponentPhases.
ANIMATION
.ordinal());
66
final float openAnimationLength = mSprite.findAnimation(
Animation
.OPENING).getLength();
72
mSprite.playAnimation(
Animation
.OPEN);
92
mSprite.playAnimation(
Animation
.OPENING);
107
final float closeAnimationLength = mSprite.findAnimation(
Animation
.CLOSING).getLength();
111
mSprite.playAnimation(
Animation
.CLOSED);
123
mSprite.playAnimation(
Animation
.CLOSING);
158
mSprite.playAnimation(
Animation
.OPEN);
161
mSprite.playAnimation(
Animation
.CLOSED)
[
all
...]
AnimationComponent.java
25
* Player
Animation
game object component. Responsible for selecting an
animation
to describe the
80
setPhase(ComponentPhases.
ANIMATION
.ordinal());
NPCAnimationComponent.java
54
setPhase(GameComponent.ComponentPhases.
ANIMATION
.ordinal());
376
public void setChannelTrigger(int
animation
) {
377
mChannelTrigger =
animation
;
/external/collada/include/1.4/dom/
domAnimation.h
25
* The
animation
element categorizes the declaration of
animation
information.
26
* The
animation
hierarchy contains elements that describe the
animation
?s
33
virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::
ANIMATION
; }
50
* The
animation
element may contain an asset element. @see domAsset
54
* The
animation
element may contain any number of source elements. @see
59
* The
animation
element may contain any number of sampler elements. @see
64
* The
animation
element may contain any number of channel elements. @see
69
* The
animation
may be hierarchical and may contain any number of othe
[
all
...]
domTypes.h
[
all
...]
/external/srec/config/en.us/dictionary/
c0.6
[
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...]
Completed in 171 milliseconds