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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)
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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     [all...]

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