I am making a sort of 2D platformer and I want an explode animation when ever a certain thing happens. I am using lwjgl to load the textures but when I try to load a gif it just shows the first frame. So is there some way to tell it to show the next frame or is there a special way you have to load it?
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Here is a general idea of how you could implement the steps you described using Java and LWJGL:
Use an animated GIF file to represent the explode animation.
Use a library such as GIFDecoder to read and decode the frames of the GIF into separate images.
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
// Use GIFDecoder to read and decode the frames of the GIF
import gifdecoder.GIFDecoder;
// Create a GIFDecoder object to read the animation file
GIFDecoder decoder = new GIFDecoder();
decoder.read("explode.gif");
// Get the number of frames in the animation
int frameCount = decoder.getFrameCount();
// Create an array to store the frames of the animation
BufferedImage[] frames = new BufferedImage[frameCount];
// Decode the frames of the animation and store them in the array
for (int i = 0; i < frameCount; i++) {
frames[i] = decoder.getFrame(i);
}
Use LWJGL's TextureLoader to load each frame of the animation as a separate texture.
import org.lwjgl.opengl.GL11;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
// Create an array to store the textures of the animation
Texture[] textures = new Texture[frameCount];
// Load each frame of the animation as a separate texture
for (int i = 0; i < frameCount; i++) {
textures[i] = TextureLoader.getTexture("PNG", new ByteArrayInputStream(ImageIO.read(frames[i])));
}
Use LWJGL's rendering functions to draw the current frame of the animation at the appropriate location
textures[currentFrame].bind();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(x, y);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(x + width, y);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(x + width, y + height);
GL11.glTexCoord2f

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