Java源码示例:basemod.animations.SpriterAnimation
示例1
public Wanderer(String name, PlayerClass setClass) {
super(
name,
setClass,
ENERGY_ORB_LAYER_TEXTURES,
makeCharPath("wanderer/energy_orb/vfx.png"),
null,
loadIdleAnimation());
idleAnimation = (SpriterAnimation) this.animation;
postSnapAnimation = loadPostSnapAnimation();
initializeClass(
null,
SHOULDER_DARK_TEXTURE,
SHOULDER_LIT_TEXTURE,
CORPSE_TEXTURE,
getLoadout(), 0F, -10.0F, 160.0F, 280.0F, new EnergyManager(ENERGY_PER_TURN));
this.dialogX = drawX + DIALOG_OFFSET_X;
this.dialogY = drawY + DIALOG_OFFSET_Y;
MemoryManager.forPlayer(this).renderForgottenMemories = true;
}
示例2
public TheTranquil(String name, PlayerClass setClass) {
super(name, setClass, orbTextures, TranquilMod.makeCharacterImagePath("orb/vfx"), new SpriterAnimation(TranquilMod.makeCharacterImagePath("animation/animation.scml")));
initializeClass(null, TranquilMod.makeCharacterImagePath("shoulder2"),
TranquilMod.makeCharacterImagePath("shoulder"),
TranquilMod.makeCharacterImagePath("corpse"),
getLoadout(), 20.0F, -10.0F, 220.0F, 290.0F, new EnergyManager(ENERGY_PER_TURN));
}
示例3
public TheSeeker(String name, PlayerClass setClass) {
super(name, setClass, orbTextures, SeekerMod.makePath("char/orb/vfx.png"), new SpriterAnimation(SeekerMod.makePath("char/animation.scml")));
initializeClass(null, SeekerMod.makePath(SeekerMod.SEEKER_SHOULDER_2),
SeekerMod.makePath(SeekerMod.SEEKER_SHOULDER_1),
SeekerMod.makePath(SeekerMod.SEEKER_CORPSE),
getLoadout(), 20.0F, -10.0F, 220.0F, 290.0F, new EnergyManager(ENERGY_PER_TURN));
}
示例4
private static SpriterAnimation loadIdleAnimation() {
SpriterAnimation animation = new SpriterAnimation(makeCharPath("cull/idle_animation/idleanimation.scml"));
animation.myPlayer.setScale(Settings.scale * 1.1F);
return animation;
}
示例5
private static SpriterAnimation loadIdleAnimation() {
SpriterAnimation animation = new SpriterAnimation(makeCharPath("wanderer/idle_animation/idleanimation.scml"));
animation.myPlayer.setScale(Settings.scale * 1.1F);
return animation;
}
示例6
private static SpriterAnimation loadPostSnapAnimation() {
SpriterAnimation animation = new SpriterAnimation(makeCharPath("wanderer/post_snap_animation/wanderersnapped.scml"));
animation.myPlayer.setScale(Settings.scale * 1.2F);
return animation;
}
示例7
public void setAnimation(SpriterAnimation a) {
this.animation = a;
}
示例8
public TheDefault(String name, PlayerClass setClass) {
super(name, setClass, orbTextures,
"theDefaultResources/images/char/defaultCharacter/orb/vfx.png", null,
new SpriterAnimation(
"theDefaultResources/images/char/defaultCharacter/Spriter/theDefaultAnimation.scml"));
// =============== TEXTURES, ENERGY, LOADOUT =================
initializeClass(null, // required call to load textures and setup energy/loadout.
// I left these in DefaultMod.java (Ctrl+click them to see where they are, Ctrl+hover to see what they read.)
THE_DEFAULT_SHOULDER_2, // campfire pose
THE_DEFAULT_SHOULDER_1, // another campfire pose
THE_DEFAULT_CORPSE, // dead corpse
getLoadout(), 20.0F, -10.0F, 220.0F, 290.0F, new EnergyManager(ENERGY_PER_TURN)); // energy manager
// =============== /TEXTURES, ENERGY, LOADOUT/ =================
// =============== ANIMATIONS =================
loadAnimation(
THE_DEFAULT_SKELETON_ATLAS,
THE_DEFAULT_SKELETON_JSON,
1.0f);
AnimationState.TrackEntry e = state.setAnimation(0, "animation", true);
e.setTime(e.getEndTime() * MathUtils.random());
// =============== /ANIMATIONS/ =================
// =============== TEXT BUBBLE LOCATION =================
dialogX = (drawX + 0.0F * Settings.scale); // set location for text bubbles
dialogY = (drawY + 220.0F * Settings.scale); // you can just copy these values
// =============== /TEXT BUBBLE LOCATION/ =================
}