| /* |
| * Copyright (C) 2010 The Android Open Source Project |
| * |
| * 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.replica.replicaisland; |
| |
| /** |
| * A single animation frame. Frames contain a texture, a hold time, and collision volumes to |
| * use for "attacking" or "vulnerability." This allows animated sprites to cheaply interact with |
| * other objects in the game world by associating collision information with particular animation |
| * frames. Note that an animation frame may have a null texture and null collision volumes. Null |
| * collision volumes will exclude that frame from collision detection and a null texture will |
| * prevent the sprite from drawing. |
| */ |
| public class AnimationFrame extends AllocationGuard { |
| public Texture texture; |
| public float holdTime; |
| FixedSizeArray<CollisionVolume> attackVolumes; |
| FixedSizeArray<CollisionVolume> vulnerabilityVolumes; |
| |
| public AnimationFrame(Texture textureObject, float animationHoldTime) { |
| super(); |
| texture = textureObject; |
| holdTime = animationHoldTime; |
| } |
| |
| public AnimationFrame(Texture textureObject, float animationHoldTime, |
| FixedSizeArray<CollisionVolume> attackVolumeList, |
| FixedSizeArray<CollisionVolume> vulnerabilityVolumeList) { |
| super(); |
| texture = textureObject; |
| holdTime = animationHoldTime; |
| attackVolumes = attackVolumeList; |
| vulnerabilityVolumes = vulnerabilityVolumeList; |
| } |
| } |