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Animation (libgdx API)
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com.badlogic.gdx.graphics.g2d
</FONT>
<BR>
Class Animation
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.graphics.g2d.Animation
</B>
</PRE>
<HR>
<DL>
<DT><PRE>public class
<B>Animation
</B><DT>extends java.lang.Object
</DL>
</PRE>
<P>
<p>
An Animation stores a list of
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A>s representing an animated sequence, e.g. for running or jumping. Each
region of an Animation is called a key frame, multiple key frames make up the animation.
</p>
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>mzechner
</DD>
</DL>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#animationDuration">animationDuration
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#frameDuration">frameDuration
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#LOOP">LOOP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#LOOP_PINGPONG">LOOP_PINGPONG
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#LOOP_RANDOM">LOOP_RANDOM
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#LOOP_REVERSED">LOOP_REVERSED
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#NORMAL">NORMAL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#REVERSED">REVERSED
</A></B></CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
<A NAME="constructor_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#Animation(float, com.badlogic.gdx.utils.Array)">Animation
</A></B>(float
frameDuration,
<A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array
</A><? extends
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A>> keyFrames)
</CODE>
<BR>
Constructor, storing the frame duration and key frames.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#Animation(float, com.badlogic.gdx.utils.Array, int)">Animation
</A></B>(float
frameDuration,
<A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array
</A><? extends
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A>> keyFrames,
int
playType)
</CODE>
<BR>
Constructor, storing the frame duration, key frames and play type.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#Animation(float, com.badlogic.gdx.graphics.g2d.TextureRegion...)">Animation
</A></B>(float
frameDuration,
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A>...
keyFrames)
</CODE>
<BR>
Constructor, storing the frame duration and key frames.
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Method Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#getKeyFrame(float)">getKeyFrame
</A></B>(float
stateTime)
</CODE>
<BR>
Returns a
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A> based on the so called state time.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#getKeyFrame(float, boolean)">getKeyFrame
</A></B>(float
stateTime,
boolean
looping)
</CODE>
<BR>
Returns a
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A> based on the so called state time.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#getKeyFrameIndex(float)">getKeyFrameIndex
</A></B>(float
stateTime)
</CODE>
<BR>
Returns the current frame number.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#isAnimationFinished(float)">isAnimationFinished
</A></B>(float
stateTime)
</CODE>
<BR>
Whether the animation would be finished if played without looping (PlayMode Animation#NORMAL), given the state time.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#setPlayMode(int)">setPlayMode
</A></B>(int
playMode)
</CODE>
<BR>
Sets the animation play mode.
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="NORMAL"><!-- --></A><H3>
NORMAL
</H3>
<PRE>
public static final int
<B>NORMAL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../constant-values.html#com.badlogic.gdx.graphics.g2d.Animation.NORMAL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="REVERSED"><!-- --></A><H3>
REVERSED
</H3>
<PRE>
public static final int
<B>REVERSED
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../constant-values.html#com.badlogic.gdx.graphics.g2d.Animation.REVERSED">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="LOOP"><!-- --></A><H3>
LOOP
</H3>
<PRE>
public static final int
<B>LOOP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../constant-values.html#com.badlogic.gdx.graphics.g2d.Animation.LOOP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="LOOP_REVERSED"><!-- --></A><H3>
LOOP_REVERSED
</H3>
<PRE>
public static final int
<B>LOOP_REVERSED
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../constant-values.html#com.badlogic.gdx.graphics.g2d.Animation.LOOP_REVERSED">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="LOOP_PINGPONG"><!-- --></A><H3>
LOOP_PINGPONG
</H3>
<PRE>
public static final int
<B>LOOP_PINGPONG
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../constant-values.html#com.badlogic.gdx.graphics.g2d.Animation.LOOP_PINGPONG">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="LOOP_RANDOM"><!-- --></A><H3>
LOOP_RANDOM
</H3>
<PRE>
public static final int
<B>LOOP_RANDOM
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../constant-values.html#com.badlogic.gdx.graphics.g2d.Animation.LOOP_RANDOM">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="frameDuration"><!-- --></A><H3>
frameDuration
</H3>
<PRE>
public final float
<B>frameDuration
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="animationDuration"><!-- --></A><H3>
animationDuration
</H3>
<PRE>
public final float
<B>animationDuration
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="Animation(float, com.badlogic.gdx.utils.Array)"><!-- --></A><H3>
Animation
</H3>
<PRE>
public
<B>Animation
</B>(float
frameDuration,
<A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array
</A><? extends
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A>> keyFrames)
</PRE>
<DL>
<DD>Constructor, storing the frame duration and key frames.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>frameDuration
</CODE> - the time between frames in seconds.
<DD><CODE>keyFrames
</CODE> - the
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A>s representing the frames.
</DL>
</DL>
<HR>
<A NAME="Animation(float, com.badlogic.gdx.utils.Array, int)"><!-- --></A><H3>
Animation
</H3>
<PRE>
public
<B>Animation
</B>(float
frameDuration,
<A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array
</A><? extends
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A>> keyFrames,
int
playType)
</PRE>
<DL>
<DD>Constructor, storing the frame duration, key frames and play type.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>frameDuration
</CODE> - the time between frames in seconds.
<DD><CODE>keyFrames
</CODE> - the
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A>s representing the frames.
<DD><CODE>playType
</CODE> - the type of animation play (NORMAL, REVERSED, LOOP, LOOP_REVERSED, LOOP_PINGPONG, LOOP_RANDOM)
</DL>
</DL>
<HR>
<A NAME="Animation(float, com.badlogic.gdx.graphics.g2d.TextureRegion...)"><!-- --></A><H3>
Animation
</H3>
<PRE>
public
<B>Animation
</B>(float
frameDuration,
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A>...
keyFrames)
</PRE>
<DL>
<DD>Constructor, storing the frame duration and key frames.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>frameDuration
</CODE> - the time between frames in seconds.
<DD><CODE>keyFrames
</CODE> - the
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A>s representing the frames.
</DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="getKeyFrame(float, boolean)"><!-- --></A><H3>
getKeyFrame
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A> <B>getKeyFrame
</B>(float
stateTime,
boolean
looping)
</PRE>
<DL>
<DD>Returns a
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A> based on the so called state time. This is the amount of seconds an object has spent in the
state this Animation instance represents, e.g. running, jumping and so on. The mode specifies whether the animation is
looping or not.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>stateTime
</CODE> - the time spent in the state represented by this animation.
<DD><CODE>looping
</CODE> - whether the animation is looping or not.
<DT><B>Returns:
</B><DD>the TextureRegion representing the frame of animation for the given state time.
</DL>
</DD>
</DL>
<HR>
<A NAME="getKeyFrame(float)"><!-- --></A><H3>
getKeyFrame
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A> <B>getKeyFrame
</B>(float
stateTime)
</PRE>
<DL>
<DD>Returns a
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A> based on the so called state time. This is the amount of seconds an object has spent in the
state this Animation instance represents, e.g. running, jumping and so on using the mode specified by
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Animation.html#setPlayMode(int)"><CODE>setPlayMode(int)
</CODE></A> method.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>stateTime
</CODE> -
<DT><B>Returns:
</B><DD>the TextureRegion representing the frame of animation for the given state time.
</DL>
</DD>
</DL>
<HR>
<A NAME="getKeyFrameIndex(float)"><!-- --></A><H3>
getKeyFrameIndex
</H3>
<PRE>
public int
<B>getKeyFrameIndex
</B>(float
stateTime)
</PRE>
<DL>
<DD>Returns the current frame number.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>stateTime
</CODE> -
<DT><B>Returns:
</B><DD>current frame number
</DL>
</DD>
</DL>
<HR>
<A NAME="setPlayMode(int)"><!-- --></A><H3>
setPlayMode
</H3>
<PRE>
public void
<B>setPlayMode
</B>(int
playMode)
</PRE>
<DL>
<DD>Sets the animation play mode.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>playMode
</CODE> - can be one of the following: Animation.NORMAL, Animation.REVERSED, Animation.LOOP, Animation.LOOP_REVERSED,
Animation.LOOP_PINGPONG, Animation.LOOP_RANDOM
</DL>
</DD>
</DL>
<HR>
<A NAME="isAnimationFinished(float)"><!-- --></A><H3>
isAnimationFinished
</H3>
<PRE>
public boolean
<B>isAnimationFinished
</B>(float
stateTime)
</PRE>
<DL>
<DD>Whether the animation would be finished if played without looping (PlayMode Animation#NORMAL), given the state time.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>stateTime
</CODE> -
<DT><B>Returns:
</B><DD>whether the animation is finished.
</DL>
</DD>
</DL>
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