content: /*
   * -----------------------------------------------------------------------
   * Copyright 2014 - Alistair Rutherford - www.netthreads.co.uk
   * -----------------------------------------------------------------------
   * 
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   * 
   *     http://www.apache.org/licenses/LICENSE-2.0
   * 
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   * 
   */
  
  package com.netthreads.gdx.app.sprite;
  
  import com.badlogic.gdx.graphics.g2d.Batch;
  import com.badlogic.gdx.graphics.g2d.TextureRegion;
  import com.netthreads.gdx.app.definition.AppEvents;
  import com.netthreads.libgdx.director.AppInjector;
  import com.netthreads.libgdx.director.Director;
  import com.netthreads.libgdx.sprite.FrameSprite;
  
  /**
   * Represent a pulse sprite.
   * 
   */
  public class ExplosionSprite extends FrameSprite
  {
  	/**
  	 * The one and only director.
  	 */
  	private Director director;
  
  	/**
  	 * Create sprite.
  	 * 
  	 * @param texture
  	 *            The animation texture.
  	 * @param rows
  	 *            The animation texture rows.
  	 * @param cols
  	 *            The animation texture rows.
  	 * @param frameDuration
  	 *            The animation frame duration.
  	 */
  	public ExplosionSprite(TextureRegion textureRegion, int rows, int cols, float frameDuration)
  	{
  		super(textureRegion, rows, cols, frameDuration, false);
  		
  		// Since our Sprite objects  are pooled it is okay to have overhead of fetching singleton instance.
  		director = AppInjector.getInjector().getInstance(Director.class);		
  	}
  
  	/**
  	 * Draw sprite.
  	 * 
  	 * Handle detection of animation complete.
  	 * 
  	 */
  	@Override
  	public void draw(Batch batch, float parentAlpha)
  	{
  		super.draw(batch, parentAlpha);
  
  		if (isAnimationFinished())
  		{
  			// Ensure you have a handler for this or the event pool will fill
  			// up.
  			director.sendEvent(AppEvents.EVENT_END_EXPLOSION, this);
  		}
  	}
  
  }
  