无法弄清楚如何使用isAnimationFinished()方法(LibGDX)

时间:2016-12-30 19:23:45

标签: java animation libgdx

我在完成isAnimationFinished()完成我正在进行的计划中工作时遇到了一些麻烦。目前,它似乎总是采用这种方法。动画的另一个问题是,它几乎立即通过所有精灵,我想延长每帧大约.25秒左右。我的相关代码如下,任何其他问题或帮助将不胜感激!

呈现致电:

public void render(float delta) 
    runTime += delta;
    world.update(delta);
    renderer.render(delta, runTime);

动画制作:

TextureRegion[] waterGraphics = { water1, water2, water3 };
waterAnimation = new Animation(0.25f, waterGraphics);
waterAnimation.setPlayMode(Animation.PlayMode.NORMAL);

动画绘制:

if(!waterAnimation.isAnimationFinished(runTime)) {
        //System.out.println("1");
        batcher.draw(waterAnimation.getKeyFrame(runTime), penguin.getX()+30,
                penguin.getY(), penguin.getWidth() / 2.0f,
                penguin.getHeight() / 2.0f, penguin.getWidth()*5, penguin.getHeight()*5,
                1, 1, penguin.getRotation()); // Don't leave at *5.....
            simpleCounter++;
        }

由于

1 个答案:

答案 0 :(得分:0)

您可以使用此动画类我正在使用的项目。要检查完成,您可以通过getCurrentFrame()方法检查最后一帧是否正在运行。

import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;

public class Animation {

private Sprite[] frames;
private float time;
private float delay;
private int currentframe;
private int timesplayed;

public Animation(){}

public Animation(TextureRegion[] frames){
    this(frames, 1/12);
}

public Animation(TextureRegion[] frames,float delay){
    this.setFrames(frames, delay);
}

public Animation(Sprite []a,float delay){

    this.frames=a;
    this.delay=delay;
    time=0;
    currentframe=0;
    timesplayed=0;
}

public void setFrames(TextureRegion[] frames,float delay){
    this.frames=new Sprite[frames.length];
    for(int i=0;i<frames.length;i++){
        this.frames[i]=new Sprite(frames[i]);
        this.frames[i].getTexture().setFilter(TextureFilter.Linear,TextureFilter.Linear);
    }

    this.delay=delay;
    time=0;
    currentframe=0;
    timesplayed=0;

}

public void update(float dt){
    if(delay<=0)return;
    time+=dt;
    while(time >= delay)step();

}

private void step() {
    time-=delay;
    currentframe++;
    if(currentframe==frames.length)
        currentframe=0;
    timesplayed++;
}

public Sprite getFrames() {
    return frames[currentframe];
}



public float getTime() {
    return time;
}

public void setTime(float time) {
    this.time = time;
}
public float getDelay() {
    return delay;
}


public void setDelay(float delay) {
    this.delay = delay;
}

public int getCurrentframe() {
    return currentframe;
}

public void setCurrentframe(int currentframe) {
    this.currentframe = currentframe;
}

public int getTimesplayed() {
    return timesplayed;
}

public void setTimesplayed(int timesplayed) {
    this.timesplayed = timesplayed;
}


}