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      1 /*
      2  * Copyright (C) 2010 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.replica.replicaisland;
     18 
     19 /**
     20  * A single animation frame.  Frames contain a texture, a hold time, and collision volumes to
     21  * use for "attacking" or "vulnerability."  This allows animated sprites to cheaply interact with
     22  * other objects in the game world by associating collision information with particular animation
     23  * frames.  Note that an animation frame may have a null texture and null collision volumes.  Null
     24  * collision volumes will exclude that frame from collision detection and a null texture will
     25  * prevent the sprite from drawing.
     26  */
     27 public class AnimationFrame extends AllocationGuard {
     28     public Texture texture;
     29     public float holdTime;
     30     FixedSizeArray<CollisionVolume> attackVolumes;
     31     FixedSizeArray<CollisionVolume> vulnerabilityVolumes;
     32 
     33     public AnimationFrame(Texture textureObject, float animationHoldTime) {
     34         super();
     35         texture = textureObject;
     36         holdTime = animationHoldTime;
     37     }
     38 
     39     public AnimationFrame(Texture textureObject, float animationHoldTime,
     40             FixedSizeArray<CollisionVolume> attackVolumeList,
     41             FixedSizeArray<CollisionVolume> vulnerabilityVolumeList) {
     42         super();
     43         texture = textureObject;
     44         holdTime = animationHoldTime;
     45         attackVolumes = attackVolumeList;
     46         vulnerabilityVolumes = vulnerabilityVolumeList;
     47     }
     48 }
     49