/* * 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 attackVolumes; FixedSizeArray vulnerabilityVolumes; public AnimationFrame(Texture textureObject, float animationHoldTime) { super(); texture = textureObject; holdTime = animationHoldTime; } public AnimationFrame(Texture textureObject, float animationHoldTime, FixedSizeArray attackVolumeList, FixedSizeArray vulnerabilityVolumeList) { super(); texture = textureObject; holdTime = animationHoldTime; attackVolumes = attackVolumeList; vulnerabilityVolumes = vulnerabilityVolumeList; } }