How to stop drawing a SpriteBatch animation in libgdx?


Hi I have a spritebatch animation in Libgdx. It only plays once and when it is finished I want to stop drawing it so it doesn't appear on the screen. I have a boolean that checks if it is still alive i.e. animating and it is set to false when the animation is finished using isAnimationFinished however it stays on the screen and I am not sure why even though a log print shows it changing to false on finish. Does anyone have any idea why this is? Thanks for your help. The following code is from my render method.

Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // This cryptic line clears the screen. boolean alive = true; stateTime += Gdx.graphics.getDeltaTime(); // #15 currentFrame = walkAnimation.getKeyFrame(stateTime, false); // #16 spriteBatch.begin(); spriteBatch.draw(menu, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); if (alive) spriteBatch.draw(currentFrame,50,50); if(walkAnimation.isAnimationFinished(stateTime)) alive = false; System.out.println(alive); spriteBatch.end(); stage.draw();


The problem I see is that you <strong>always</strong> declare a new boolean variable "alive" and set the alive to true at the beginning:

boolean alive = true;

and then all your drawing is happening and <strong>after</strong> all that you set alive to false if your animation is finished:

if(walkAnimation.isAnimationFinished(stateTime)) alive = false;

==> That is too late, because after this you don't do anything anymore with this <em>local</em> variable.

<hr />

You could for example check if "alive" should be true or false right at the beginning and set its value accordingly, like for example:

boolean alive = true; if(walkAnimation.isAnimationFinished(stateTime)) { alive = false; } //your drawing code below..

alternatively you could make "alive" a field instead of a local variable.


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