Thanks for the constructive advice Pharan, Nate, very much appreciated! taking your comments a little further...
(1) and (3) so do you need to do something like this:
if (buttonPressed) {
animState.setAnimation(0, "walk", true);
}
else {
animState.setAnimation(0, "walk", false);
}
will the above work? while the button is pressed the animation keeps going and then as soon as its release the animation will come to a stop. can you give an example which i can use to test?
and then also have a statement like this in the setup method
setMix(animStateData, "walk", "walk", 0.3f);
setMix(animStateData, "walk", "idle", 0.3f);
this im guessing will smooth the animation.
how else do you go from one animation to another with out it looking too jerky. is the only method via setmix method?
i guess once i get past this road bump i will want to have more granular control as i progress further with my code. Are there other methods i could use to control animation with? (i will reread the documentation...i find it dont focus on the other stuff till i have the basics working)
(2) yes MoveState is an enum...i just used a string to for convience in the code sample. although i guess it wasnt that convienient...i will have a think about how to use this properly. As the the number of animations i want to manage will probably be around 30; and currently im struggling to get 3 working together... :S
Thanks for your comments Nate i will try and seperate it all...i just want to get it working first...i will tidy it all up!
besides whats wrong with having each gameobject being self contained? they all have an update method and a render method. the code to update the objects is done via the update method and the code to render it in the render method? makes it very easy to keep track of i think...
i plan on moving all the references to the textures to an asset class so that will also move things towards an MVC pattern.