added lwjgl library to gradle
This commit is contained in:
@@ -53,6 +53,8 @@ project(":desktop") {
|
||||
}
|
||||
|
||||
project(":core") {
|
||||
project.ext.lwjglVersion = "3.2.3"
|
||||
project.ext.lwjglNatives = "natives-windows"
|
||||
apply plugin: "java-library"
|
||||
|
||||
|
||||
@@ -62,6 +64,11 @@ project(":core") {
|
||||
api "com.badlogicgames.gdx:gdx-ai:$aiVersion"
|
||||
api "com.badlogicgames.box2dlights:box2dlights:$box2DLightsVersion"
|
||||
api "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
|
||||
|
||||
implementation platform("org.lwjgl:lwjgl-bom:$lwjglVersion")
|
||||
|
||||
implementation "org.lwjgl:lwjgl"
|
||||
runtimeOnly "org.lwjgl:lwjgl::$lwjglNatives"
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
88
core/src/temp/Animator.java
Normal file
88
core/src/temp/Animator.java
Normal file
@@ -0,0 +1,88 @@
|
||||
package netwerkprog.game;
|
||||
|
||||
import com.badlogic.gdx.ApplicationListener;
|
||||
import com.badlogic.gdx.Gdx;
|
||||
import com.badlogic.gdx.graphics.GL20;
|
||||
import com.badlogic.gdx.graphics.Texture;
|
||||
import com.badlogic.gdx.graphics.g2d.Animation;
|
||||
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
|
||||
import com.badlogic.gdx.graphics.g2d.TextureRegion;
|
||||
|
||||
public class Animator implements ApplicationListener {
|
||||
|
||||
// Constant rows and columns of the sprite sheet
|
||||
private static final int FRAME_COLS = 6, FRAME_ROWS = 5;
|
||||
|
||||
// Objects used
|
||||
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
|
||||
Texture walkSheet;
|
||||
SpriteBatch spriteBatch;
|
||||
|
||||
// A variable for tracking elapsed time for the animation
|
||||
float stateTime;
|
||||
|
||||
@Override
|
||||
public void create() {
|
||||
|
||||
// Load the sprite sheet as a Texture
|
||||
walkSheet = new Texture(Gdx.files.internal("sprite-animation1.png"));
|
||||
|
||||
// Use the split utility method to create a 2D array of TextureRegions. This is
|
||||
// possible because this sprite sheet contains frames of equal size and they are
|
||||
// all aligned.
|
||||
TextureRegion[][] tmp = TextureRegion.split(walkSheet,
|
||||
walkSheet.getWidth() / FRAME_COLS,
|
||||
walkSheet.getHeight() / FRAME_ROWS);
|
||||
|
||||
// Place the regions into a 1D array in the correct order, starting from the top
|
||||
// left, going across first. The Animation constructor requires a 1D array.
|
||||
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
|
||||
int index = 0;
|
||||
for (int i = 0; i < FRAME_ROWS; i++) {
|
||||
for (int j = 0; j < FRAME_COLS; j++) {
|
||||
walkFrames[index++] = tmp[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the Animation with the frame interval and array of frames
|
||||
walkAnimation = new Animation<TextureRegion>(0.025f, walkFrames);
|
||||
|
||||
// Instantiate a SpriteBatch for drawing and reset the elapsed animation
|
||||
// time to 0
|
||||
spriteBatch = new SpriteBatch();
|
||||
stateTime = 0f;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void resize(int width, int height) {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render() {
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
|
||||
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
|
||||
|
||||
// Get current frame of animation for the current stateTime
|
||||
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
|
||||
spriteBatch.begin();
|
||||
spriteBatch.draw(currentFrame, 50, 50); // Draw current frame at (50, 50)
|
||||
spriteBatch.end();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void pause() {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void resume() {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void dispose() { // SpriteBatches and Textures must always be disposed
|
||||
spriteBatch.dispose();
|
||||
walkSheet.dispose();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user