/** * Unsealed: Whispers of Wisdom. * * Copyright (C) 2012 - Juan 'Nushio' Rodriguez * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License version 3 of * the License as published by the Free Software Foundation * * This program 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 this program. If not, see <http://www.gnu.org/licenses/>. * */ package net.k3rnel.unsealed.story.characters; import net.k3rnel.unsealed.story.MapCharacter; import com.badlogic.gdx.graphics.g2d.Animation; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureRegion; public class Shura extends MapCharacter { public Shura(TextureAtlas atlas) { super(atlas); createPlayer(); } public void createPlayer() { // Get our character images to create animations. TextureRegion[][] tmp = getAtlas().findRegion("char-sprites/shura_spritesheet").split(64,64); setWidth(64); setHeight(64); //Create our animations Animation standUp = new Animation(1f, new TextureRegion[]{ tmp[0][0] }); Animation standLeft = new Animation(1f, new TextureRegion[]{ tmp[1][0] }); Animation standDown = new Animation(1f, new TextureRegion[]{ tmp[2][0] }); Animation standRight = new Animation(1f, new TextureRegion[]{ tmp[3][0] }); Animation walkUp = new Animation(0.1f, new TextureRegion[]{ tmp[0][1], tmp[0][2], tmp[0][3], tmp[0][4], tmp[0][5], tmp[0][6], tmp[0][7], tmp[0][8] }); Animation walkLeft = new Animation(0.1f, new TextureRegion[]{ tmp[1][8], tmp[1][7], tmp[1][6], tmp[1][5], tmp[1][4], tmp[1][3], tmp[1][2], tmp[1][1] }); Animation walkDown = new Animation(0.1f, new TextureRegion[]{ tmp[2][1], tmp[2][2], tmp[2][3], tmp[2][4], tmp[2][5], tmp[2][6], tmp[2][7], tmp[2][8] }); Animation walkRight = new Animation(0.1f, new TextureRegion[]{ tmp[3][1], tmp[3][2], tmp[3][3], tmp[3][4], tmp[3][5], tmp[3][6], tmp[3][7], tmp[3][8] }); //Set the playmode standUp.setPlayMode(Animation.LOOP); standLeft.setPlayMode(Animation.LOOP); standDown.setPlayMode(Animation.LOOP); standRight.setPlayMode(Animation.LOOP); walkUp.setPlayMode(Animation.LOOP); walkLeft.setPlayMode(Animation.LOOP); walkDown.setPlayMode(Animation.LOOP); walkRight.setPlayMode(Animation.LOOP); //Fill our map containing all animations with the animations. animations.put("stand_up", standUp); animations.put("stand_left", standLeft); animations.put("stand_down", standDown); animations.put("stand_right", standRight); animations.put("walk_up", walkUp); animations.put("walk_left", walkLeft); animations.put("walk_down", walkDown); animations.put("walk_right", walkRight); } }