Testing out JmonkeyEngine to make a game in Scala with Akka Actors within a pure FP layer
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package com.jme3
import com.jme3.input.Action
package object animation {
implicit final class AnimChannelWrap(private val uval: AnimChannel) extends AnyVal {
/**
* Set the current animation that is played by this AnimChannel. * <p> * See {@link #setAnim(java.lang.String, float)}. * The blendTime argument by default is 150 milliseconds. * * @param action The action (name) of the animation to play */ def setAnim(action: Action): Unit = uval.setAnim(action.name)
/**
* Set the current animation that is played by this AnimChannel. * <p> * This resets the time to zero, and optionally blends the animation * over <code>blendTime</code> seconds with the currently playing animation. * Notice that this method will reset the control's speed to 1.0. * * @param action The action (name) of the animation to play * @param blendTime The blend time over which to blend the new animation * with the old one. If zero, then no blending will occur and the new * animation will be applied instantly. */ def setAnim(action: Action, blendTime: Float): Unit = uval.setAnim(action.name, blendTime)
}
implicit final class AnimEventListenerWrap( private val uval: AnimEventListener ) extends AnyVal {
/**
* Invoked when an animation "cycle" is done. For non-looping animations, * this event is invoked when the animation is finished playing. For * looping animations, this even is invoked each time the animation is restarted. * * @param control The control to which the listener is assigned. * @param channel The channel being altered * @param action The new animation action that is done. */ def onAnimCycleDone( control: AnimControl, channel: AnimChannel, action: Action ): Unit = uval.onAnimCycleDone(control, channel, action.name)
/**
* Invoked when a animation is set to play by the user on the given channel. * * @param control The control to which the listener is assigned. * @param channel The channel being altered * @param action The new animation action set. */ def onAnimChange( control: AnimControl, channel: AnimChannel, action: Action ): Unit = uval.onAnimChange(control, channel, action.name) }
}
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