/*
* -----------------------------------------------------------------------
* Copyright 2012 - Alistair Rutherford - www.netthreads.co.uk
* -----------------------------------------------------------------------
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
package com.netthreads.libgdx.sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Group;
/**
* An AnimatedSprite is a group view into which the frame sprite draws itself.
* We have to do this or we can't apply transformations from actions like rotate
* or scale directly to the {@link FrameSprite}.
*
*/
public class AnimatedSprite extends Group
{
private FrameSprite frameSprite;
/**
* Create sprite.
*
* @param texture
* The animation texture.
* @param rows
* The animation texture rows.
* @param cols
* The animation texture rows.
* @param frameDuration
* The animation frame duration.
* @param looping
* Flag to indicate we should loop the animation.
*/
public AnimatedSprite(TextureRegion textureRegion, int rows, int cols, float frameDuration, boolean looping)
{
frameSprite = new FrameSprite(textureRegion, rows, cols, frameDuration, looping);
setWidth(frameSprite.getWidth());
setHeight(frameSprite.getHeight());
addActor(frameSprite);
}
/**
* Create sprite.
*
* @param texture
* The animation texture.
* @param rows
* The animation texture rows.
* @param cols
* The animation texture rows.
* @param frameDuration
* The animation frame duration.
*/
public AnimatedSprite(TextureRegion textureRegion, int rows, int cols, float frameDuration)
{
this(textureRegion, rows, cols, frameDuration, true);
}
}