Game Development Reference
In-Depth Information
Since we implemented ActionListener , there's also an onAction method in the
class, which can receive an input from a number of external sources, such as In-
putListener . This also means it can apply logic by itself before deciding on what to
play and not simply being an animation-playing control. We can recognize the pattern
used here from the GameCharacterControl class from Chapter 2 , Cameras and
Game Controls .
By supplying a Properties file that maps the animation names, it's possible to use
models with different naming conventions. It's also easier for a designer or artist to try out
a number of different animations without consulting a programmer to make changes.
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