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The source code is released under:
GNU General Public License
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/******************************************************************************* * Copyright 2012-2014 Kevin Klopfenstein. */*from ww w .jav a2 s . c om*/ * This file is part of AnGmEngine. * * AnGmEngine is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * AnGmEngine is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with AnGmEngine. If not, see <http://www.gnu.org/licenses/>. *******************************************************************************/ package com.kklop.angmengine.game.sprite; import android.content.res.Resources; import android.graphics.Rect; /** * * @author Kevin Klopfenstein * */ public class SpriteAnimation { protected int bmp; // bitmap protected Rect sourceRect; // the rectangle to be drawn from bitmap protected int frameNr; // number of frames in animation protected int currentFrame; // the current frame protected long anFrameTicker; // the time of the last frame update protected int anFramePeriod; // milliseconds btw each frame (1000/fps) protected int spriteWidth; // the width of the sprite to calculate the cut out rectangle protected int spriteHeight; // the height of the sprite protected boolean loop; // should the animation loop protected Resources res; // android resources for loading bmps public SpriteAnimation(int bmp, Rect sourceRect, int frameNr, int currentFrame, long anFrameTicker, int anFramePeriod, int spriteWidth, int spriteHeight, boolean loop, Resources res) { super(); this.bmp = bmp; this.sourceRect = sourceRect; this.frameNr = frameNr; this.currentFrame = currentFrame; this.anFrameTicker = anFrameTicker; this.anFramePeriod = anFramePeriod; this.spriteWidth = spriteWidth; this.spriteHeight = spriteHeight; this.loop = loop; this.res = res; } }