package ch.epfl.maze.graphics; import java.awt.Graphics2D; import java.awt.image.BufferedImage; import java.awt.image.ImageObserver; import java.io.File; import java.io.IOException; import java.util.HashMap; import java.util.List; import java.util.Map; import java.util.TreeMap; import javax.imageio.ImageIO; import ch.epfl.maze.physical.Animal; import ch.epfl.maze.util.Action; import ch.epfl.maze.util.Direction; import ch.epfl.maze.util.Vector2D; /** * Handles the animation of a {@code Simulation} by extrapolating the positions * of animals. * */ public final class Animation { /** Default number of waiting frames to display when animation is aborting. */ public static final int DEFAULT_WAITING_FRAMES = 2; /** Maps animals identity to graphical components that will be animated. */ private Map mGraphMap; /** Buffer of images of animals. Key format: "superclass.class" */ private Map mImages; /** Drawing ratio variable. */ private float mRatio; /** Control variable. */ private boolean mDone; /** Current number of waiting frames, to prevent screen from flashing. */ private int mWaitingFrames; /** * Constructs an animation handler that will animate animals on a graphic * environment by extrapolating their position. * * @param animals * The {@code List} of animals that will be shown on the first * frame */ public Animation(List animals) { mGraphMap = new TreeMap(); mImages = new HashMap(); // sanity check if (animals != null) { // puts default action to draw animals and loads corresponding image Action none = new Action(Direction.NONE); for (int i = 0; i < animals.size(); i++) { Animal animal = animals.get(i); BufferedImage img = loadImage(animal); Vector2D position = animal.getPosition().mul(Display.SQUARE_SIZE); mGraphMap.put(i, new GraphicComponent(img, position, none)); } } // default values mDone = true; mWaitingFrames = 0; } /** * Asks the animation to update an animal on the screen with a corresponding * action. The animal is identified by a number, so it can be overwritten in * case of a future update. * * @param animal * Animal to update with action * @param id * Unique identifier for animal * @param action * Action that animal needs to perform */ public void update(Animal animal, int id, Action action) { // sanity checks if (action == null) { action = new Action(Direction.NONE, false); } if (animal != null) { // retrieves BufferedImage String folder = animal.getClass().getSuperclass().getSimpleName(); String file = animal.getClass().getSimpleName(); BufferedImage img = mImages.get(folder + "." + file); if (img == null) { img = loadImage(animal); } // transforms position Vector2D position = animal.getPosition().mul(Display.SQUARE_SIZE); mGraphMap.put(id, new GraphicComponent(img, position, action)); } } /** * Asks the animation to make the animal corresponding to the identifier die * between two squares. This will be done by animating only half of its * action. * * @param id * Identifier of animal to kill */ public void updateDying(int id) { GraphicComponent graphComp = mGraphMap.get(id); if (graphComp != null) { graphComp.willDieMoving(); } } /** * Notifies the animation that updates were done, and that it can start * animating from now. */ public void doneUpdating() { mDone = false; } /** * Paints the dt-step of the animation. * * @param dt * The elapsed time between two frames * @param g * The graphics environment on which the graphic components will * be painted (assumed non-null) * @param targetWindow * The window on which the graphic components will be painted * (assumed non-null) */ public void paint(float dt, Graphics2D g, ImageObserver targetWindow) { mRatio += dt; if (mRatio > 1) { mRatio = 1; } // paints every graphic component stored so far for (Map.Entry entry : mGraphMap.entrySet()) { GraphicComponent comp = entry.getValue(); comp.paint(mRatio, g, targetWindow); } // decides whether the animation is done if (mDone || mRatio == 1 || mWaitingFrames == 1) { mWaitingFrames = 0; mDone = true; mGraphMap.clear(); mRatio = 0; } // prevents screen from flashing when aborting if (mWaitingFrames > 0) { mWaitingFrames--; } } /** * Determines whether the animation has finished. * * @return true if the animation is done, false otherwise */ public boolean isDone() { return mDone; } /** * Resets the animation with a new {@code List} of animals. If it is set to * {@code null}, it just informs that it needs to abort its current job. A * number of frames will still be painted to prevent the screen from * flashing. */ public void reset(List animals) { mGraphMap.clear(); if (animals != null) { // puts default action to draw animals Action none = new Action(Direction.NONE); for (int i = 0; i < animals.size(); i++) { Animal animal = animals.get(i); // loads corresponding image only if not already existing String folder = animal.getClass().getSuperclass().getSimpleName(); String file = animal.getClass().getSimpleName(); BufferedImage img = mImages.get(folder + "." + file); if (img == null) { img = loadImage(animal); } // transforms position Vector2D position = animal.getPosition().mul(Display.SQUARE_SIZE); mGraphMap.put(i, new GraphicComponent(img, position, none)); } } mWaitingFrames = DEFAULT_WAITING_FRAMES; } /** * Buffers and returns the image of an animal. It does not load its image if * it's already been loaded. * * @param animal * Animal whose image needs to be loaded or returned * @return The buffered image of the animal */ private BufferedImage loadImage(Animal animal) { // path = "img/superclass/class.png" String folder = animal.getClass().getSuperclass().getSimpleName(); String file = animal.getClass().getSimpleName(); String path = "img/" + folder + File.separator + file + ".png"; // adds image to buffer if not already there BufferedImage img = mImages.get(folder + "." + file); if (img == null) { try { img = ImageIO.read(new File(path)); mImages.put(folder + "." + file, img); } catch (IOException e) { e.printStackTrace(); } } return img; } }