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Killer Game Programming in Java
book

Killer Game Programming in Java

by Andrew Davison
May 2005
Intermediate to advanced
998 pages
26h
English
O'Reilly Media, Inc.
Content preview from Killer Game Programming in Java

Animating the Sprite

Figure 19-6 shows the visible methods in Animator.

Animator performs three core tasks:

  • It adds animation sequences to its schedule in response to calls from the KeyBehavior object.

  • It periodically removes an animation operation from its schedule and executes it. The execution typically changes the sprite's position and pose. A removal is triggered by the arrival of a Java 3D WakeupOnElapsedTime event.

  • It updates the user's viewpoint in response to calls from KeyBehavior.

Public methods in the Animator class

Figure 19-6. Public methods in the Animator class

Adding an Animation Sequence

The majority of the public methods in Animator (rotClock(), rotCounterClock(), moveLeft(), moveRight(), punch(), moveForward(), moveBackwards(), and toggleAc-tive()) execute in a similar way when called by the KeyBehavior object. They add a predefined animation sequence to a schedule (which is implemented as an ArrayList called animSchedule):

    public void moveForward()
    { addAnims(forwards); }

forwards is an array of strings, which represents the animation sequence for moving the sprite forward one step:

    private final static String forwards[] = {"walk1", "walk2", "stand"};

"walk1", "walk2", and so forth are the names of the 3DS files holding the sprite's pose This correspondence is used to load the models when AnimTour3D starts.

A requirement of an animation sequence is that it ends with "stand". One reason for this is that ...

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Publisher Resources

ISBN: 0596007302Errata Page