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Example 1 with Action

use of com.badlogic.gdx.scenes.scene2d.Action in project libgdx by libgdx.

the class AfterAction method delegate.

protected boolean delegate(float delta) {
    Array<Action> currentActions = target.getActions();
    if (currentActions.size == 1)
        waitForActions.clear();
    for (int i = waitForActions.size - 1; i >= 0; i--) {
        Action action = waitForActions.get(i);
        int index = currentActions.indexOf(action, true);
        if (index == -1)
            waitForActions.removeIndex(i);
    }
    if (waitForActions.size > 0)
        return false;
    return action.act(delta);
}
Also used : Action(com.badlogic.gdx.scenes.scene2d.Action)

Example 2 with Action

use of com.badlogic.gdx.scenes.scene2d.Action in project libgdx by libgdx.

the class ComplexActionTest method create.

@Override
public void create() {
    stage = new Stage();
    Action complexAction = forever(sequence(parallel(rotateBy(180, 2), scaleTo(1.4f, 1.4f, 2), alpha(0.7f, 2)), parallel(rotateBy(180, 2), scaleTo(1.0f, 1.0f, 2), alpha(1.0f, 2))));
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);
    texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
    final Image img1 = new Image(new TextureRegion(texture));
    img1.setSize(100, 100);
    img1.setOrigin(50, 50);
    img1.setPosition(50, 50);
    final Image img2 = new Image(new TextureRegion(texture));
    img2.setSize(50, 50);
    img2.setOrigin(50, 50);
    img2.setPosition(150, 150);
    stage.addActor(img1);
    stage.addActor(img2);
    img1.addAction(complexAction);
// img2.action(complexAction.copy());
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) Action(com.badlogic.gdx.scenes.scene2d.Action) Stage(com.badlogic.gdx.scenes.scene2d.Stage) Image(com.badlogic.gdx.scenes.scene2d.ui.Image) Texture(com.badlogic.gdx.graphics.Texture)

Example 3 with Action

use of com.badlogic.gdx.scenes.scene2d.Action in project libgdx by libgdx.

the class ParallelAction method act.

public boolean act(float delta) {
    if (complete)
        return true;
    complete = true;
    Pool pool = getPool();
    // Ensure this action can't be returned to the pool while executing.
    setPool(null);
    try {
        Array<Action> actions = this.actions;
        for (int i = 0, n = actions.size; i < n && actor != null; i++) {
            Action currentAction = actions.get(i);
            if (currentAction.getActor() != null && !currentAction.act(delta))
                complete = false;
            // This action was removed.
            if (actor == null)
                return true;
        }
        return complete;
    } finally {
        setPool(pool);
    }
}
Also used : Action(com.badlogic.gdx.scenes.scene2d.Action) Pool(com.badlogic.gdx.utils.Pool)

Aggregations

Action (com.badlogic.gdx.scenes.scene2d.Action)3 Texture (com.badlogic.gdx.graphics.Texture)1 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)1 Stage (com.badlogic.gdx.scenes.scene2d.Stage)1 Image (com.badlogic.gdx.scenes.scene2d.ui.Image)1 Pool (com.badlogic.gdx.utils.Pool)1