In LibGDX Is there an actor that is animated (takes an Animation) and when added to a Stage animates itself or do you have to implement your own Image class in and animate it yourself?
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22
I simply created an "AnimatedImage" actor class which only takes an Animation as an argument (no need for a custom Drawable class). I think this solution is much simpler than the one above.
AnimatedImage.java:
public class AnimatedImage extends Image
{
protected Animation animation = null;
private float stateTime = 0;
public AnimatedImage(Animation animation) {
super(animation.getKeyFrame(0));
this.animation = animation;
}
@Override
public void act(float delta)
{
((TextureRegionDrawable)getDrawable()).setRegion(animation.getKeyFrame(stateTime+=delta, true));
super.act(delta);
}
}

mpromonet
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potpiejimmy
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13
Just like you I didn't find animated Actor so I created myself:
AnimatedActor.java:
public class AnimatedActor extends Image
{
private final AnimationDrawable drawable;
public AnimatedActor(AnimationDrawable drawable)
{
super(drawable);
this.drawable = drawable;
}
@Override
public void act(float delta)
{
drawable.act(delta);
super.act(delta);
}
}
AnimationDrawable.java:
class AnimationDrawable extends BaseDrawable
{
public final Animation anim;
private float stateTime = 0;
public AnimationDrawable(Animation anim)
{
this.anim = anim;
setMinWidth(anim.getKeyFrameAt(0).getRegionWidth());
setMinHeight(anim.getKeyFrameAt(0).getRegionHeight());
}
public void act(float delta)
{
stateTime += delta;
}
public void reset()
{
stateTime = 0;
}
@Override
public void draw(SpriteBatch batch, float x, float y, float width, float height)
{
batch.draw(anim.getKeyFrame(stateTime), x, y, width, height);
}
}
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I did something similar. I'll wait and see if anyone can point out an actual Actor class, but if not I'll mark this as the answer. – Lokiare Apr 18 '13 at 07:08
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Thank you very much for your snippet, kind sir. – Raphael Royer-Rivard Jul 04 '13 at 01:08
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This seems a little bit slower then "direct" approach: TextureRegion frame2 = bird_07.getKeyFrame(stateTime, true); stage.getSpriteBatch().begin(); stage.getSpriteBatch().draw(currentFrame, 1000, 700); any idea why ? – atok Aug 19 '13 at 10:12
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4I think extending `Image` in this case is not really useful. You could extend `Actor` and store an `Animation` in it. Image wants to have `Drawable`s which IMHO are not as comfortable as `TextureRegion`s and others, and you don't need to make your own drawable. Also you store the data twice, in `Image` and in `AnimatedActor` – Robert P Feb 07 '14 at 13:15
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@Mr.Developer it should work Libgdx is theoretically cross platform, but I didn't test it on iOS. – Aliaaa Nov 22 '15 at 09:04
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I m try! This work on iOS if the texture is under the 4000x4000px – Mr. Developer Nov 22 '15 at 12:15
0
I didn't want to create another class so this is what I came up with this instead (If you just want a simple animated Actor):
Actor animatedActor = new Actor() {
float time;
@Override
public void act( float delta ) {
time += delta;
super.act(delta);
}
@Override
public void draw( Batch batch, float parentAlpha ) {
batch.draw( searcAnimation.getKeyFrame( time ), getX(), getY(), getWidth(), getHeight() );
}
};
animatedActor.setSize( 200, 200 );
stage.addActor( animatedActor );
Hopes this helps!

WASD123
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