/**
* This file is part of the Bonsai Game Library.
*
* The Bonsai Game Library is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* The Bonsai Game Library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with the Bonsai Game Library. If not, see <http://www.gnu.org/licenses/>.
*
*/
package org.bonsai.dev;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
public class GameAnimation extends GameComponent {
private final Map<String, Animation> animations = new HashMap<String, Animation>();
private final List<Animation> animationList = new ArrayList<Animation>();
public GameAnimation(final Game game) {
super(game);
}
public final void update() {
for (int i = 0; i < animationList.size(); i++) {
animationList.get(i).update();
}
}
public final Animation add(final String id, final int[] frames,
final int frameTime, final boolean loop) {
return new Animation(id, frames, frameTime, loop);
}
public final void set(final String id, final int frame) {
if (animations.containsKey(id)) {
animations.get(id).set(frame);
}
}
public final int get(final String id) {
if (animations.containsKey(id)) {
return animations.get(id).get();
} else {
return 0;
}
}
public final boolean delete(final String id) {
if (animations.containsKey(id)) {
animationList.remove(animations.remove(id));
return true;
} else {
return false;
}
}
public class Animation {
private int[] frames;
private int pos;
private int frameTime;
private long lastTime;
private boolean loop;
public Animation(final String id, final int[] f, final int time,
final boolean l) {
frames = f;
pos = 0;
loop = l;
frameTime = time;
lastTime = -1;
animations.put(id, this);
animationList.add(this);
}
public final void update() {
if (lastTime == -1) {
lastTime = getTime();
} else if (getTime() > lastTime + frameTime) {
final long delta = getTime() - lastTime;
final int frameCount = (int) (delta / frameTime);
pos += frameCount;
if (!loop) {
if (pos > frames.length - 1) {
pos = frames.length - 1;
}
} else {
pos = pos % frames.length;
}
lastTime = getTime();
}
}
public final void set(final int frame) {
pos = frame;
}
public final int get() {
return frames[pos];
}
}
}