private void addFace(final float pX, final float pY) { final Scene scene = mEngine.getScene(); mFaceCount++; final AnimatedSprite face; final Body body; final FixtureDef objectFixtureDef = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f); if (mFaceCount % 2 == 0) { face = new AnimatedSprite(pX, pY, mBoxFaceTextureRegion); body = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); } else { face = new AnimatedSprite(pX, pY, mCircleFaceTextureRegion); body = PhysicsFactory.createCircleBody( mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); } face.animate(200, true); scene.registerTouchArea(face); scene.getLastChild().attachChild(face); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, body, true, true)); }
// This simple creates the scene // That can hold other objects too @Override public Scene onLoadScene() { mEngine.registerUpdateHandler(new FPSLogger()); // Create a scene 'myscene' object Scene myscene = new Scene(); // Create one animated Sprite AnimatedSprite banana = new AnimatedSprite(100, 100, mTiledTextureRegion); // Attach sprite to the scene myscene.attachChild(banana); // set the time in milisec for each picture banana.animate(100); return myscene; }
public void update(Scene getmMainScene) { if (sprite != null) { if (getType() == -1) { sprite.stopAnimation(); sprite.setCurrentTileIndex(2, 0); } else if (isBig()) { if (isChecked()) { sprite.setCurrentTileIndex(0, getType()); sprite.animate( new long[] {100, 100, 100}, (getType() - 1) * 3, (getType() - 1) * 3 + 2, true); } else { sprite.stopAnimation(); sprite.setCurrentTileIndex(0, getType() - 1); } } else { sprite.stopAnimation(); sprite.setCurrentTileIndex(1, (getType() / 10) - 1); } } }