HUD_LAYER| Constructor and Description |
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GleamAnimation(Sprite sprite,
Color color,
int upmillis,
int downmillis,
boolean fadeIn)
Creates a gleam animation with the supplied sprite.
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GleamAnimation(SpriteManager spmgr,
Sprite sprite,
Color color,
int upmillis,
int downmillis,
boolean fadeIn)
Creates a gleam animation with the supplied sprite.
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| Modifier and Type | Method and Description |
|---|---|
void |
fastForward(long timeDelta)
Called when the appropriate media manager has been paused for some length of time and is
then unpaused.
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void |
paint(Graphics2D gfx)
Called by the appropriate manager to request that the media render itself with the given
graphics context.
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void |
tick(long timestamp)
Called periodically by this media's manager to give it a chance to do its thing.
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addAnimationObserver, isFinished, removeAnimationObserver, reset, setLocationcontains, contains, contains, contains, getBounds, getBounds2D, getPathIterator, getPathIterator, getRenderOrder, init, intersects, intersects, invalidate, queueNotification, renderCompareTo, setRenderOrder, toString, viewLocationDidChangepublic GleamAnimation(Sprite sprite, Color color, int upmillis, int downmillis, boolean fadeIn)
fadeIn - if true, the sprite itself will be faded in as we fade up to the gleam color
and the gleam color will fade out, leaving just the sprite imagery.public GleamAnimation(SpriteManager spmgr, Sprite sprite, Color color, int upmillis, int downmillis, boolean fadeIn)
fadeIn - if true, the sprite itself will be faded in as we fade up to the gleam color
and the gleam color will fade out, leaving just the sprite imagery.public void tick(long timestamp)
AbstractMediatick in class AbstractMediatimestamp - a time stamp associated with this tick. Note: this is not obtained
from a call to System.currentTimeMillis() and cannot be compared to timestamps
obtained there from.public void fastForward(long timeDelta)
AbstractMediafastForward in class AbstractMediapublic void paint(Graphics2D gfx)
AbstractMediapaint in class AbstractMediaCopyright © 2015. All rights reserved.