protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            var zombieAnimations = Content.Load <SpriteSheetAnimationFactory>("Animations/zombie-animations");

            _zombie = new Zombie(zombieAnimations)
            {
                Position = new Vector2(100, 100)
            };

            var fireballTexture = Content.Load <Texture2D>("Animations/fireball");
            var fireballAtlas   = TextureAtlas.Create("Animations/fireball-atlas", fireballTexture, 130, 50);

            _animation = new SpriteSheetAnimation("fireballAnimation", fireballAtlas.Regions.ToArray())
            {
                FrameDuration = 0.2f
            };
            _fireballSprite = new Sprite(_animation.CurrentFrame);// { Position = new Vector2(-150, 100) };

            var motwTexture          = Content.Load <Texture2D>("Animations/motw");
            var motwAtlas            = TextureAtlas.Create("Animations/fireball-atlas", motwTexture, 52, 72);
            var motwAnimationFactory = new SpriteSheetAnimationFactory(motwAtlas);

            motwAnimationFactory.Add("idle", new SpriteSheetAnimationData(new[] { 0 }));
            motwAnimationFactory.Add("walkSouth", new SpriteSheetAnimationData(new[] { 0, 1, 2, 1 }, isLooping: false));
            motwAnimationFactory.Add("walkWest", new SpriteSheetAnimationData(new[] { 12, 13, 14, 13 }, isLooping: false));
            motwAnimationFactory.Add("walkEast", new SpriteSheetAnimationData(new[] { 24, 25, 26, 25 }, isLooping: false));
            motwAnimationFactory.Add("walkNorth", new SpriteSheetAnimationData(new[] { 36, 37, 38, 37 }, isLooping: false));
            _motwSprite = new AnimatedSprite(motwAnimationFactory);// { Position = new Vector2(20, 20) };
            _motwSprite.Play("walkSouth").IsLooping = true;
        }
Beispiel #2
0
        protected void UpdateAnimation()
        {
            string toPlay;

            switch (this.Direction)
            {
            case 0:
                toPlay = "Up";
                break;

            case 1:
                toPlay = "Right";
                break;

            case 2:
                toPlay = "Down";
                break;

            default:
                toPlay = "Left";
                break;
            }
            if (!(this is Player) || Math.Abs(this.Velocity.X) < 0.1 && Math.Abs(this.Velocity.Y) < 0.1)
            {
                var diff = this.Position - this.LastPosition;
                if (Math.Abs(diff.X) < 0.1 && Math.Abs(diff.Y) < 0.1)
                {
                    toPlay = "Standing" + toPlay;
                }
            }
            if (this.CurrentAnimation.Name != toPlay)
            {
                this.CurrentAnimation = this.AnimationFactory.Create(toPlay);
            }
        }
Beispiel #3
0
    void Grenade(Vector2 Target)
    {
        foreach (Vector3 v in NavTestStatic.CalculateExplosion_DistributorNoBacksiesTileSplit(
                     Mathf.RoundToInt(Camera.main.ScreenToWorldPoint(Input.mousePosition).x),
                     Mathf.RoundToInt(Camera.main.ScreenToWorldPoint(Input.mousePosition).y),
                     200
                     ))
        {
            GameObject blastAnim = new GameObject();
            blastAnim.transform.position = new Vector3(v.x, v.y, -5);
            blastAnim.AddComponent <SpriteRenderer>();

            SpriteSheetAnimation banim = blastAnim.AddComponent <SpriteSheetAnimation>();
            banim.Sprites           = Resources.LoadAll <Sprite>("Fx/Explosion");
            banim.LifeSpanInSeconds = 0.5f;
            banim.Mode = SpriteSheetAnimation.Modes.Destroy;

            blastAnim.GetComponent <SpriteRenderer>().color = new Color(1, v.z / 30, 0);
            blastAnim.name = v.z.ToString();


            GameObject ActualBlast = new GameObject();
            ActualBlast.transform.position = new Vector3(v.x, v.y, -5);

            ActualBlast.AddComponent <DamagerInflicter>().ini(Entity.team.Neutral, (int)v.z, true, true, 0, 0, false, DamagerInflicter.WeaponTypes.Explosion);
            ActualBlast.AddComponent <CircleCollider2D>().isTrigger = true;
            ActualBlast.GetComponent <CircleCollider2D>().radius    = 0.6f;
            ActualBlast.AddComponent <Rigidbody2D>().isKinematic    = true;
            ActualBlast.AddComponent <DieIn>().Frames = 0;
        }
    }
Beispiel #4
0
        private Material CreateDefaultMaterial2D()
        {
            var imageData = new ImageCreationData(new Size(8.0f, 8.0f));

            imageData.DisableLinearFiltering = true;
            var image  = ContentLoader.Create <Image>(imageData);
            var colors = new Color[8 * 8];

            for (int i = 0; i < 8; i++)
            {
                for (int j = 0; j < 8; j++)
                {
                    if ((i + j) % 2 == 0)
                    {
                        colors[i * 8 + j] = Color.LightGray;
                    }
                    else
                    {
                        colors[i * 8 + j] = Color.DarkGray;
                    }
                }
            }
            image.Fill(colors);
            spriteSheetAnimation =
                new SpriteSheetAnimation(new SpriteSheetAnimationCreationData(image, 1, new Size(2, 2)));
            return(new Material(ShaderFlags.Position2DTextured, "")
            {
                SpriteSheet = spriteSheetAnimation
            });
        }
Beispiel #5
0
        public Handgun(AbstractScene scene, Hero hero) : base(scene, hero)
        {
            LeftFacingOffset  = new Vector2(-3, -17);
            RightFacingOffset = new Vector2(3, -17);
            if (hero.CurrentFaceDirection == Direction.EAST)
            {
                Transform.Position = RightFacingOffset;
            }
            else
            {
                Transform.Position = LeftFacingOffset;
            }
            ClipSize          = 7;
            AmmoInClip        = ClipSize;
            AllAmmo           = 0;
            Animations.Offset = Offset;
            SpriteSheetAnimation animLeft = new SpriteSheetAnimation(this, Assets.GetTexture("Gun"), 40);

            animLeft.StartFrame = 1;
            animLeft.EndFrame   = 2;
            SpriteSheetAnimation animRight = animLeft.CopyFlipped();

            animLeft = animLeft.CopyFlipped();
            animLeft.FlipVertical();
            Animations.RegisterAnimation("GunLeft", animLeft, () => CurrentFaceDirection == Direction.WEST);

            Animations.RegisterAnimation("GunRight", animRight, () => CurrentFaceDirection == Direction.EAST);

            //AddComponent(Texture);

            //DEBUG_SHOW_PIVOT = true;
        }
Beispiel #6
0
        public Machinegun(AbstractScene scene, Hero hero) : base(scene, hero)
        {
            Animations = new AnimationStateMachine();
            RemoveComponent <AnimationStateMachine>();
            AddComponent(Animations);
            AllAmmo = 0;
            //LeftFacingOffset = new Vector2(50, 0);
            //RightFacingOffset = new Vector2(-50, 0);

            if (hero.CurrentFaceDirection == Direction.EAST)
            {
                Transform.Position = RightFacingOffset;
            }
            else
            {
                Transform.Position = LeftFacingOffset;
            }

            /*SpriteSheetAnimation machineGunLeft = new SpriteSheetAnimation(this, Assets.GetTexture("Machinegun"), 1);
             * Animations.RegisterAnimation("MachineGunLeft", machineGunLeft, () => CurrentFaceDirection == Direction.WEST);
             *
             * SpriteSheetAnimation machineGunRight = machineGunLeft.CopyFlipped();
             * machineGunLeft.FlipVertical();
             * Animations.RegisterAnimation("MachineGunRight", machineGunRight, () => CurrentFaceDirection == Direction.EAST);*/

            SpriteSheetAnimation animLeft  = new SpriteSheetAnimation(this, Assets.GetTexture("Machinegun"), 32, 32, 1);
            SpriteSheetAnimation animRight = animLeft.CopyFlipped();

            animLeft = animLeft.CopyFlipped();
            animLeft.FlipVertical();
            Animations.RegisterAnimation("MachineGunLeft", animLeft, () => CurrentFaceDirection == Direction.WEST);
            Animations.RegisterAnimation("MachineGunRight", animRight, () => CurrentFaceDirection == Direction.EAST);
        }
Beispiel #7
0
    void Start()
    {
        spriteRenderer       = GetComponent <SpriteRenderer>();
        spriteSheetAnimation = GetComponent <SpriteSheetAnimation>();

        Debug.Assert(spriteRenderer != null, "sprite renderer not set", this);
        Debug.Assert(spriteSheetAnimation != null, "sprite sheet animation not set", this);
    }
 public ImpactEffect(Transform transform, SpriteSheet effectSheet, float effectLength)
 {
     m_impactSprite        = new Sprite(Globals.TheGame, effectSheet, transform);
     m_impactSprite.Origin = new Microsoft.Xna.Framework.Vector2(0.1f, 0.9f);
     m_impactSprite.Alpha  = 0.3f;
     m_spriteAnimation     = new SpriteSheetAnimation(m_impactSprite, 0, effectSheet.AmountOfFrames - 1, effectLength, 1);
     m_spriteAnimation.Start();
 }
        public MiniFire(Transform parent, Vector2 position)
        {
            m_transform          = new Transform(parent, true);
            m_transform.Position = position;
            float scale = (float)Globals.Random.NextDouble() * 0.5f + 0.5f;

            m_transform.Scale = new Vector2(scale, scale);
            m_sprite          = new Sprite(Globals.TheGame, MiniFireTexture, m_transform);
            m_animation       = new SpriteSheetAnimation(m_sprite, 0, 3, 0.1f, -1);
        }
        public void PlayAnimation(string name, Action onCompleteAction = null)
        {
            if (_currentAnimation != null && _currentAnimation.Name == name)
            {
                return;
            }

            _currentAnimation = _animations[name];
            _frameIndex       = 0;
            _onCompleteAction = onCompleteAction;
        }
Beispiel #11
0
        public Shuriken() : base()
        {
            m_attack          = new AttackComponent(1.0f, 0.1f);
            m_sprite          = new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("atk_shuriken", 1, 5), m_transform);
            m_sprite.Origin   = new Vector2(0.5f, 0.0f);
            m_transform.Scale = new Vector2(3.0f, 3.0f);
            m_animation       = new SpriteSheetAnimation(m_sprite, 0, 4, 0.1f, 1);
            m_pointCollider   = new PointCollider(m_attack, Transform);

            World.UL_Global.Add(this, 0);
            World.DL_Foreground.Add(this, 0);
        }
        public ContentMetaData CreateMetaDataFromSpriteSheetAnimation(string animationName,
                                                                      SpriteSheetAnimation spriteSheetAnimation)
        {
            var contentMetaData = new ContentMetaData();

            SetDefaultValues(contentMetaData, animationName);
            contentMetaData.Type = ContentType.SpriteSheetAnimation;
            contentMetaData.Values.Add("DefaultDuration",
                                       spriteSheetAnimation.DefaultDuration.ToString(CultureInfo.InvariantCulture));
            contentMetaData.Values.Add("SubImageSize", spriteSheetAnimation.SubImageSize.ToString());
            contentMetaData.Values.Add("ImageName", spriteSheetAnimation.Image.Name);
            return(contentMetaData);
        }
Beispiel #13
0
        public EnemyTest(AbstractScene scene, Vector2 position, Direction direction) : base(scene, position, direction)
        {
            AddCollisionAgainst("Spikes");
            CurrentFaceDirection = Direction.EAST;
            AnimationStateMachine animations = new AnimationStateMachine();

            animations.Offset = offset;
            AddComponent(animations);
            SpriteSheetAnimation runLeft = new SpriteSheetAnimation(this, Assets.GetTexture("EnemyRun"), 32, 32, 40);

            animations.RegisterAnimation("RunLeft", runLeft, () => Velocity.X != 0 && CurrentFaceDirection == Direction.WEST);

            SpriteSheetAnimation runRight = runLeft.CopyFlipped();

            animations.RegisterAnimation("RunRight", runRight, () => Velocity.X != 0 && CurrentFaceDirection == Direction.EAST);

            animations.AddFrameTransition("RunLeft", "RunRight");

            SpriteSheetAnimation idleLeft = new SpriteSheetAnimation(this, Assets.GetTexture("EnemyIdle"), 32, 32, 1);

            animations.RegisterAnimation("IdleLeft", idleLeft, () => Velocity.X == 0 && CurrentFaceDirection == Direction.WEST);

            SpriteSheetAnimation idleRight = idleLeft.CopyFlipped();

            animations.RegisterAnimation("IdleRight", idleRight, () => Velocity.X == 0 && CurrentFaceDirection == Direction.EAST);

            SpriteSheetAnimation jumpLeft = new SpriteSheetAnimation(this, Assets.GetTexture("EnemyRun"), 1);

            jumpLeft.StartFrame = 6;
            jumpLeft.EndFrame   = 7;
            animations.RegisterAnimation("JumpLeft", jumpLeft, () => !IsOnGround && CurrentFaceDirection == Direction.WEST, 1);

            SpriteSheetAnimation jumpRight = jumpLeft.CopyFlipped();

            animations.RegisterAnimation("JumpRight", jumpRight, () => !IsOnGround && CurrentFaceDirection == Direction.EAST, 1);

            CollisionOffsetBottom = 1;

            //AddComponent(new BoxCollisionComponent(this, 18, 30, new Vector2(-8, -30)));

            if (!Tutorial)
            {
                AddComponent(new BoxCollisionComponent(this, 18, 30, new Vector2(-8, -30)));
            }
            else
            {
                AddComponent(new BoxCollisionComponent(this, 22, 30, new Vector2(-8, -30)));
            }

            //DEBUG_SHOW_COLLIDER = true;
        }
Beispiel #14
0
 public Title()
     : base()
 {
     m_sprite    = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("titre_anime", 4, 1), m_transform);
     m_animation = new SpriteSheetAnimation(m_sprite, 0, 3, 1.0f, -1);
     m_animation.Start();
     m_physics             = new PhysicsComponent(Program.TheGame, m_transform);
     m_physics.GroundLevel = (int)TitleY;
     m_physics.Mass        = 4;
     m_moveTo = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(TitleX, -100), 1);
     m_moveTo.Interpolator   = new PSmoothstepInterpolation();
     m_moveTo.Timer.Interval = 0.4f;
     m_transform.Position    = new Vector2(TitleX, -100);
 }
        public void CreateSpriteSheetAnimationWithNewTexture()
        {
            var data = new ImageCreationData(new Size(8, 8))
            {
                BlendMode = BlendMode.Opaque
            };
            var image = ContentLoader.Create <Image>(data);

            FillImage(image);
            var animationData  = new SpriteSheetAnimationCreationData(image, 2, new Size(2, 2));
            var texturedShader = ContentLoader.Create <Shader>(
                new ShaderCreationData(ShaderFlags.Position2DTextured));
            var newMaterial = new SpriteSheetAnimation(animationData).CreateMaterial(texturedShader);

            new Sprite(newMaterial, Rectangle.HalfCentered);
        }
Beispiel #16
0
        static void InitialiseMovingOutAnimation()
        {
            #region Backpacker 0

            Sequence waveAnimation_0 = new Sequence();

            MoveToStaticAction walkMove_0 = new MoveToStaticAction(Globals.TheGame, Backpackers[0].Transform, new Vector2(MeetingPoint, 0), 1);
            walkMove_0.Timer.Interval = 0.5f;
            SpriteSheetAnimation walkAnim_0 = new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 1, 0.1f, 5);
            waveAnimation_0.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_0, walkAnim_0 }));
            waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 0, 0.5f, 1));
            waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 2, 3, 0.2f, 4));
            waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 0, 0.1f, 1));

            #endregion

            #region Backpacker 1

            Sequence waveAnimation_1 = new Sequence();

            MoveToStaticAction walkMove_1 = new MoveToStaticAction(Globals.TheGame, Backpackers[1].Transform, new Vector2(MeetingPoint - 40, 0), 1);
            walkMove_1.Timer.Interval = 0.5f;
            SpriteSheetAnimation walkAnim_1 = new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 1, 0.1f, 5);
            waveAnimation_1.AddAction(new DelayAction(Globals.TheGame, 0.2f));
            waveAnimation_1.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_1, walkAnim_1 }));
            waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 0, 0.5f, 1));
            waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 2, 3, 0.1f, 5));
            waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 0, 0.1f, 1));

            #endregion

            #region Backpacker 2

            Sequence waveAnimation_2 = new Sequence();

            MoveToStaticAction walkMove_2 = new MoveToStaticAction(Globals.TheGame, Backpackers[2].Transform, new Vector2(MeetingPoint - 80, 0), 1);
            walkMove_2.Timer.Interval = 0.5f;
            SpriteSheetAnimation walkAnim_2 = new SpriteSheetAnimation(Backpackers[2].Sprite, 0, 1, 0.1f, 5);
            waveAnimation_2.AddAction(new DelayAction(Globals.TheGame, 0.4f));
            waveAnimation_2.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_2, walkAnim_2 }));
            waveAnimation_2.AddAction(new SpriteSheetAnimation(Backpackers[2].Sprite, 2, 3, 0.2f, 3));
            waveAnimation_2.AddAction(new SpriteSheetAnimation(Backpackers[2].Sprite, 0, 0, 0.1f, 1));

            #endregion

            s_movingOutAnimation = new Concurrent(new PastaGameLibrary.Action[] { waveAnimation_0, waveAnimation_1, waveAnimation_2 });
        }
Beispiel #17
0
        protected void UpdateAnimation()
        {
            var toPlay = this.Direction.Name;
            var limit  = this.WalkSpeed / 2;

            if (!(this is Player) || Math.Abs(this.Velocity.X) < limit && Math.Abs(this.Velocity.Y) < limit)
            {
                var diff = this.Position - this.LastPosition;
                if (Math.Abs(diff.X) < limit && Math.Abs(diff.Y) < limit)
                {
                    toPlay = "Standing" + toPlay;
                }
            }
            if (this.CurrentAnimation.Name != toPlay)
            {
                this.CurrentAnimation = this.AnimationFactory.Create(toPlay);
            }
        }
        public Monster() : base()
        {
            m_spriteSheetNomNom      = TextureLibrary.GetSpriteSheet("anim_monstre_miam", 8, 1);
            m_spriteSheetIdle        = TextureLibrary.GetSpriteSheet("anim_monstre_neutre", 5, 1);
            m_sprite                 = new Sprite(Program.TheGame, m_spriteSheetIdle, m_transform);
            m_sprite.PixelCorrection = true;
            m_idle       = new SpriteSheetAnimation(m_sprite, 0, 4, 3.0f, -1);
            m_openMouth  = new SpriteSheetAnimation(m_sprite, 4, 6, 0.5f, 1);
            m_closeMouth = new Sequence(1);
            m_closeMouth.AddAction(new SpriteSheetAnimation(m_sprite, 6, 7, 0.45f, 1));
            m_closeMouth.AddAction(new MethodAction(Idle));
            m_actionManager      = new SingleActionManager();
            m_transform.Position = new Vector2(MonsterPosX, MonsterPosY);

            m_breathing = new MoveToStaticAction(Program.TheGame, m_transform, m_transform.Position + new Vector2(0, 3), -1);
            m_breathing.Interpolator   = new PSineInterpolation();
            m_breathing.Timer.Interval = 4.0f;
            m_breathing.Start();
        }
Beispiel #19
0
        public void ShowSpritesheetAnimation()
        {
            var image = ContentLoader.Load <Image>(ImageList[0]);

            if (SubImageSize.Width == 0 || SubImageSize.Height == 0)
            {
                subImageSize = image.PixelSize;
                RaisePropertyChanged("SubImageSize");
            }
            spriteSheetAnimation =
                new SpriteSheetAnimation(new SpriteSheetAnimationCreationData(image, Duration, SubImageSize));
            var material = new Material(ShaderFlags.Position2DTextured, "")
            {
                SpriteSheet = spriteSheetAnimation
            };

            renderExample = new Sprite(material,
                                       Rectangle.FromCenter(0.5f, 0.5f, 0.5f * SubImageSize.AspectRatio, 0.5f));
        }
Beispiel #20
0
        public Character(string name, Map map, Vector2 position) : base(map, position)
        {
            this.RenderBounds    = new RectangleF(-0.5F, -1.5F, 1, 2);
            this.CollisionBounds = new RectangleF(-0.4F, 0, 0.8F, 0.35F);

            this.AnimationFactory = new SpriteSheetAnimationFactory(new TextureAtlas(
                                                                        name,
                                                                        GameImpl.LoadContent <Texture2D>("Characters/" + name),
                                                                        GameImpl.LoadContent <Dictionary <string, Rectangle> >("Characters/Animation")));
            this.AnimationFactory.Add("StandingDown", new SpriteSheetAnimationData(new[] { 0 }));
            this.AnimationFactory.Add("Down", new SpriteSheetAnimationData(new[] { 1, 2, 3 }, isPingPong: true));
            this.AnimationFactory.Add("StandingUp", new SpriteSheetAnimationData(new[] { 4 }));
            this.AnimationFactory.Add("Up", new SpriteSheetAnimationData(new[] { 5, 6, 7 }, isPingPong: true));
            this.AnimationFactory.Add("StandingLeft", new SpriteSheetAnimationData(new[] { 8 }));
            this.AnimationFactory.Add("Left", new SpriteSheetAnimationData(new[] { 9, 10, 11 }, isPingPong: true));
            this.AnimationFactory.Add("StandingRight", new SpriteSheetAnimationData(new[] { 12 }));
            this.AnimationFactory.Add("Right", new SpriteSheetAnimationData(new[] { 13, 14, 15 }, isPingPong: true));
            this.CurrentAnimation = this.AnimationFactory.Create("StandingDown");
        }
Beispiel #21
0
        public NewLevelButton()
            : base(new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("btn_newlevel", 1, 4), new Transform()))
        {
            m_animation = new SpriteSheetAnimation(m_buttonSprite, 0, 3, 0.5f, -1);
            m_popAction = new SingleActionManager();

            //m_in = new MoveToStaticAction(Globals.TheGame, m_transform, new Vector2(150, 300), false);
            //m_out = new MoveToStaticAction(Globals.TheGame, m_transform, new Vector2(150, 0), false);
            m_transform.Position = new Vector2(150, 300);

            _generation = new Counter(2, TextureLibrary.GetSpriteSheet("levelscore_vertical", 20, 1));
            _generation.Transform.ParentTransform = m_transform;

            _section = new Counter(1, TextureLibrary.GetSpriteSheet("levelscore_vertical", 20, 1));
            _section.Transform.ParentTransform = m_transform;

            _generation.Alpha = _section.Alpha = 1.0f;

            _generation.ScrollSpeed = _section.ScrollSpeed = 50;
        }
Beispiel #22
0
        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            Content.Load <BitmapFont>("Fonts/courier-new-32");
            _map = Content.Load <TiledMap>("Tilesets/level01");

            _world = new CollisionWorld(new Vector2(0, 900));
            //_world.CreateGrid(_tiledMap.GetLayer<TiledTileLayer>("Tile Layer 1"));

            var zombieAnimations = Content.Load <SpriteSheetAnimationFactory>("Sprites/zombie-animations");

            _zombie = new Zombie(zombieAnimations);
            var zombieActor = _world.CreateActor(_zombie);

            zombieActor.Position = new Vector2(462.5f, 896f);

            var fireballTexture = Content.Load <Texture2D>("Sprites/fireball");
            var fireballAtlas   = TextureAtlas.Create("Sprites/fireball-atlas", fireballTexture, 130, 50);

            _animation = new SpriteSheetAnimation("fireballAnimation", fireballAtlas.Regions.ToArray())
            {
                FrameDuration = 0.2f
            };
            _fireballSprite = new Sprite(_animation.CurrentFrame)
            {
                Position = _zombie.Position
            };

            var motwTexture          = Content.Load <Texture2D>("Sprites/motw");
            var motwAtlas            = TextureAtlas.Create("Sprites/fireball-atlas", motwTexture, 52, 72);
            var motwAnimationFactory = new SpriteSheetAnimationFactory(motwAtlas);

            motwAnimationFactory.Add("idle", new SpriteSheetAnimationData(new[] { 0 }));
            motwAnimationFactory.Add("walkSouth", new SpriteSheetAnimationData(new[] { 0, 1, 2, 1 }, isLooping: false));
            motwAnimationFactory.Add("walkWest", new SpriteSheetAnimationData(new[] { 12, 13, 14, 13 }, isLooping: false));
            motwAnimationFactory.Add("walkEast", new SpriteSheetAnimationData(new[] { 24, 25, 26, 25 }, isLooping: false));
            motwAnimationFactory.Add("walkNorth", new SpriteSheetAnimationData(new[] { 36, 37, 38, 37 }, isLooping: false));
            _motwSprite          = new AnimatedSprite(motwAnimationFactory);
            _motwSprite.Position = new Vector2(350, 800);
            _motwSprite.Play("walkSouth").IsLooping = true;
        }
Beispiel #23
0
        public Coin(COIN_TYPE type) : base()
        {
            _type           = type;
            m_sprite        = new Sprite(Globals.TheGame, CoinTextures[(int)type], Transform);
            m_sprite.Origin = new Vector2(0.5f, 1.0f);
            m_physics       = new PhysicsComponent(Globals.TheGame, Transform);
            m_animation     = new SpriteSheetAnimation(m_sprite, 0, 5, 0.1f, -1);
            m_animation.Start();
            m_physics.Throw((float)Globals.Random.NextDouble() * 25, Globals.Random.Next(-30, -10), 0);
            m_physics.Mass        = 1.3f;
            m_physics.Restitution = 0.75f;
            //m_physics.GroundLevel = Globals.Random.Next(-8, 3);
            m_physics.GroundLevel = 0;
            m_circleCollider      = new CircleCollider(this);

            World.UL_Global.Add(this, 0);
            World.DL_ItemDrops.Add(this, 1);

            //ADDTHISLATER
            //Backpacker.HitPlayerColliders.Add(m_circleCollider, PickUp);
        }
Beispiel #24
0
        public Character(string name, Map map, Vector2 position) : base(map, position)
        {
            this.Size            = new Size2(0.75F, 0.95F) * this.Map.Scale;
            this.InteractionArea = new RectangleF(new Vector2(0, -0.5F) * this.Map.Scale, new Size2(0.75F, 1.95F) * this.Map.Scale);

            this.AnimationFactory = new SpriteSheetAnimationFactory(new TextureAtlas(
                                                                        name,
                                                                        GameImpl.LoadContent <Texture2D>("Objects/" + name),
                                                                        GameImpl.LoadContent <Dictionary <string, Rectangle> >("Objects/CharacterAnimation")));

            this.AnimationFactory.Add("StandingDown", new SpriteSheetAnimationData(new[] { 0 }));
            this.AnimationFactory.Add("Down", new SpriteSheetAnimationData(new[] { 1, 2, 3 }, isPingPong: true));
            this.AnimationFactory.Add("StandingUp", new SpriteSheetAnimationData(new[] { 4 }));
            this.AnimationFactory.Add("Up", new SpriteSheetAnimationData(new[] { 5, 6, 7 }, isPingPong: true));
            this.AnimationFactory.Add("StandingLeft", new SpriteSheetAnimationData(new[] { 8 }));
            this.AnimationFactory.Add("Left", new SpriteSheetAnimationData(new[] { 9, 10, 11 }, isPingPong: true));
            this.AnimationFactory.Add("StandingRight", new SpriteSheetAnimationData(new[] { 12 }));
            this.AnimationFactory.Add("Right", new SpriteSheetAnimationData(new[] { 13, 14, 15 }, isPingPong: true));

            this.CurrentAnimation = this.AnimationFactory.Create("StandingDown");
        }
Beispiel #25
0
        private MyVisual()
        {
            //animation using a single SpriteSheet
            explosion = new SpriteSheetAnimation(new SpriteSheet(TextureLoader.FromBitmap(Resourcen.explosion), 5), 0, 24, 1f);

            //art from https://github.com/sparklinlabs/superpowers-asset-packs
            var spriteSheetGirl = new SpriteSheet(TextureLoader.FromBitmap(Resourcen.girl_2), 6, 7);

            girlIdleRun  = new SpriteSheetAnimation(spriteSheetGirl, 0, 10, 1f);
            girlJumpBall = new SpriteSheetAnimation(spriteSheetGirl, 11, 20, 1f);
            girlFight    = new SpriteSheetAnimation(spriteSheetGirl, 21, 25, 1f);
            girlDie      = new SpriteSheetAnimation(spriteSheetGirl, 25, 32, 1f);
            girlBack     = new SpriteSheetAnimation(spriteSheetGirl, 33, 36, 1f);

            //animation using a bitmap for each frame
            alienShip = new AnimationTextures(.5f);
            //art from http://millionthvector.blogspot.de/p/free-sprites.html
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10001));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10002));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10003));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10004));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10005));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10006));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10007));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10008));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10009));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10010));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10011));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10012));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10013));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10014));
            alienShip.AddFrame(TextureLoader.FromBitmap(Resourcen.alien10015));

            //for transparency in textures
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Enable(EnableCap.Blend);

            timeSource.Start();            //start game time
        }
Beispiel #26
0
        public DogBehaviour(KhvGame game, Animal owner)
            : base(game, owner)
        {
            random = new Random();

            Texture2D texture = game.Content.Load <Texture2D>(Path.Combine("Entities", owner.Dataset.AssetName));

            effect = game.Content.Load <SoundEffect>(Path.Combine("Sounds", "woof"));

            animation = new SpriteSheetAnimation(texture);
            animation.AddSets(new SpriteAnimationSet[]
            {
                new SpriteAnimationSet("idle", new Size(32, 32), 2, 0)
                {
                    FrameTime = 100 * 3
                }
            });
            animation.ChangeSet("idle");

            owner.Collider.OnCollision += new CollisionEventHandler(Collider_OnCollision);

            brain.PushState(Walking);
        }
        private MyVisual(IRenderState renderState, IContentLoader contentLoader)
        {
            //animation using a single SpriteSheet
            explosion = new SpriteSheetAnimation(new SpriteSheet(contentLoader.Load <ITexture2D>("explosion"), 5, 5), 0, 24, 1f);

            //art from https://github.com/sparklinlabs/superpowers-asset-packs
            var spriteSheetGirl = new SpriteSheet(contentLoader.Load <ITexture2D>("girl-2"), 6, 7);

            girlIdleRun  = new SpriteSheetAnimation(spriteSheetGirl, 0, 10, 1f);
            girlJumpBall = new SpriteSheetAnimation(spriteSheetGirl, 11, 20, 1f);
            girlFight    = new SpriteSheetAnimation(spriteSheetGirl, 21, 25, 1f);
            girlDie      = new SpriteSheetAnimation(spriteSheetGirl, 25, 32, 1f);
            girlBack     = new SpriteSheetAnimation(spriteSheetGirl, 33, 36, 1f);

            //animation using a bitmap for each frame
            alienShip = new AnimationTextures(.5f);
            //art from http://millionthvector.blogspot.de/p/free-sprites.html
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10001"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10002"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10003"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10004"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10005"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10006"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10007"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10008"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10009"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10010"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10011"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10012"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10013"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10014"));
            alienShip.AddFrame(contentLoader.Load <ITexture2D>("alien10015"));

            //for transparency in textures
            renderState.Set(BlendStates.AlphaBlend);
            GL.Enable(EnableCap.Texture2D);             //TODO: remove if shader is used
        }
Beispiel #28
0
 static bool NextWillReachEnd(SpriteSheetAnimation anim, SpriteIndex sprite)
 {
     return(sprite.Value + 1 >= anim.maxSprites);
 }
 public void AddAnimation(string name, int[] frameIndices)
 {
     var animation = new SpriteSheetAnimation(name, frameIndices);
     _animations.Add(name, animation);
 }
 public void SetAnimation(string name)
 {
     _currentAnimation = _animations[name];
 }
Beispiel #31
0
        public Hero(AbstractScene scene, Vector2 position) : base(scene.LayerManager.EntityLayer, null, position)
        {
            //DEBUG_SHOW_PIVOT = true;

            AddTag("Hero");
            AddCollisionAgainst("Enemy");
            AddCollisionAgainst("Spikes");
            AddCollisionAgainst("Trap");

            CanFireTriggers = true;

            DrawPriority = 10;

            AddCollisionAgainst("Pickup");
            AddCollisionAgainst("Door", false);
            AddCollisionAgainst("Key");
            AddCollisionAgainst("MountedGunBullet");

            SetupController();

            CollisionOffsetBottom = 1;
            CollisionOffsetLeft   = 0.5f;
            CollisionOffsetRight  = 0.5f;
            CollisionOffsetTop    = 1;

            CurrentFaceDirection = Direction.EAST;

            collisionComponent = new BoxCollisionComponent(this, 18, 30, new Vector2(-8, -30));
            AddComponent(collisionComponent);
            //DEBUG_SHOW_COLLIDER = true;

            AnimationStateMachine animations = new AnimationStateMachine();

            animations.Offset = offset;
            AddComponent(animations);

            SpriteSheetAnimation idleLeft = new SpriteSheetAnimation(this, Assets.GetTexture("HeroIdle"), 24);

            /*idleLeft.AnimationSwitchCallback = () => { if (CurrentWeapon != null) CurrentWeapon.SetAnimationBreathingOffset(Vector2.Zero); };
             * idleLeft.EveryFrameAction = (frame) =>
             *  {
             *      if (CurrentWeapon == null) return;
             *      float unit = 0.5f;
             *      float offsetY = 0;
             *      if (frame == 2 || frame == 3 || frame == 4)
             *      {
             *          offsetY += unit;
             *      }
             *      else if (frame == 6 || frame == 7)
             *      {
             *          offsetY -= unit;
             *      }
             *      CurrentWeapon.SetAnimationBreathingOffset(new Vector2(0, offsetY));
             *  };*/
            idleLeft.StartedCallback = () =>
            {
                if (CurrentWeapon == null)
                {
                    return;
                }
                if (CurrentWeapon is Shotgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Machinegun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Handgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
            };
            animations.RegisterAnimation("IdleLeft", idleLeft, () => previousPosition == Transform.Position && CurrentFaceDirection == Direction.WEST);

            SpriteSheetAnimation idleRight = idleLeft.CopyFlipped();

            animations.RegisterAnimation("IdleRight", idleRight, () => previousPosition == Transform.Position && CurrentFaceDirection == Direction.EAST);

            SpriteSheetAnimation runLeft = new SpriteSheetAnimation(this, Assets.GetTexture("HeroRun"), 40);

            runLeft.StartedCallback = () =>
            {
                if (CurrentWeapon == null)
                {
                    return;
                }
                if (CurrentWeapon is Shotgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Machinegun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Handgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(1, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(-1, -17));
                }
            };
            animations.RegisterAnimation("RunLeft", runLeft, () => Velocity.X < 0 && CurrentFaceDirection == Direction.WEST);

            SpriteSheetAnimation runRight = runLeft.CopyFlipped();

            animations.RegisterAnimation("RunRight", runRight, () => Velocity.X > 0 && CurrentFaceDirection == Direction.EAST);

            SpriteSheetAnimation runBackwardsLeft = new SpriteSheetAnimation(this, Assets.GetTexture("HeroRunBackwards"), 40);

            runBackwardsLeft.StartedCallback = () =>
            {
                if (CurrentWeapon == null)
                {
                    return;
                }
                if (CurrentWeapon is Shotgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Machinegun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Handgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(1, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(-1, -17));
                }
            };
            animations.RegisterAnimation("RunBackwardsLeft", runBackwardsLeft, () => Velocity.X > 0 && CurrentFaceDirection == Direction.WEST);

            SpriteSheetAnimation runRighrunBackwardsRight = runBackwardsLeft.CopyFlipped();

            animations.RegisterAnimation("RunBackwardsRight", runRighrunBackwardsRight, () => Velocity.X < 0 && CurrentFaceDirection == Direction.EAST);

            SpriteSheetAnimation jumpLeft = new SpriteSheetAnimation(this, Assets.GetTexture("HeroRun"), 1);

            jumpLeft.StartFrame = 6;
            jumpLeft.EndFrame   = 7;
            animations.RegisterAnimation("JumpLeft", jumpLeft, () => !IsOnGround && CurrentFaceDirection == Direction.WEST, 1);

            SpriteSheetAnimation jumpRight = jumpLeft.CopyFlipped();

            animations.RegisterAnimation("JumpRight", jumpRight, () => !IsOnGround && CurrentFaceDirection == Direction.EAST, 1);

            SpriteSheetAnimation jetpackLeft = new SpriteSheetAnimation(this, Assets.GetTexture("Jetpacking"), 40);

            animations.RegisterAnimation("JetpackLeft", jetpackLeft, () => flying && CurrentFaceDirection == Direction.WEST, 2);

            SpriteSheetAnimation jetpackRight = jetpackLeft.CopyFlipped();

            animations.RegisterAnimation("JetpackRight", jetpackRight, () => flying && CurrentFaceDirection == Direction.EAST, 2);

            SpriteSheetAnimation kickLeft = new SpriteSheetAnimation(this, Assets.GetTexture("Kick"), 40);

            kickLeft.Looping = false;
            kickLeft.AddFrameAction(5, (frame) =>
            {
                AudioEngine.Play("Kick");
                IsKicking = true;
                if (THIS_IS_SPARTAAAAA && collidingWith.Count > 0)
                {
                    THIS_IS_SPARTAAAAA    = false;
                    Vector2 canSpawnPos   = collidingWith[0].Transform.Position;
                    FuelCan can           = new FuelCan(scene, canSpawnPos + new Vector2(0, -20), TankCapacity);
                    can.Velocity         += new Vector2(-3, -1);
                    can.CollisionsEnabled = false;

                    Ammo ammo              = new Ammo(scene, canSpawnPos + new Vector2(0, -20), 20, typeof(Handgun));
                    ammo.Velocity         += new Vector2(-4f, -1.5f);
                    ammo.CollisionsEnabled = false;
                    Timer.TriggerAfter(2000, () =>
                    {
                        can.CollisionsEnabled  = true;
                        ammo.CollisionsEnabled = true;

                        new TextPopup(Scene, Assets.GetTexture("FuelAmmoText"), Transform.Position + new Vector2(-20, -80), 0.3f, 3000);
                    });
                }
            });
            kickLeft.AddFrameAction(6, (frame) =>
            {
                IsKicking = false;
            });
            kickLeft.StartedCallback = () =>
            {
                if (THIS_IS_SPARTAAAAA && collidingWith.Count > 0)
                {
                    THIS_IS_SPARTA();
                    Globals.FixedUpdateMultiplier = 0.1f;
                    Timer.TriggerAfter(3000, () =>
                    {
                        Globals.FixedUpdateMultiplier = 0.5f;

                        Timer.Repeat(1000, (elapsedTime) =>
                        {
                            Scene.Camera.Zoom -= 0.002f * elapsedTime;
                        });
                    });
                }
                //IsKicking = true;
                if (IsOnGround)
                {
                    MovementSpeed = 0;
                }

                if (CurrentWeapon == null)
                {
                    return;
                }
                if (CurrentWeapon is Shotgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Machinegun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Handgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(1, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(-1, -17));
                }
            };

            kickLeft.AnimationSwitchCallback = () =>
            {
                IsKicking     = false;
                MovementSpeed = Config.CHARACTER_SPEED;
                foreach (AbstractEnemy enemy in collidingWith)
                {
                    enemy.IsKicked = false;
                }
            };
            animations.RegisterAnimation("KickLeft", kickLeft, () => false);

            SpriteSheetAnimation kickRight = kickLeft.CopyFlipped();

            animations.RegisterAnimation("KickRight", kickRight, () => false);

            SpriteSheetAnimation kickJetpackLeft = new SpriteSheetAnimation(this, Assets.GetTexture("KickJetpacking"), 40);

            kickJetpackLeft.Looping = false;
            kickJetpackLeft.AddFrameAction(5, (frame) =>
            {
                AudioEngine.Play("Kick");
                IsKicking = true;
            });
            kickJetpackLeft.AddFrameAction(6, (frame) =>
            {
                IsKicking = false;
            });
            kickJetpackLeft.StartedCallback = () =>
            {
                //IsKicking = true;
                if (CurrentWeapon == null)
                {
                    return;
                }
                if (CurrentWeapon is Shotgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Machinegun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(-3, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(3, -17));
                }
                else if (CurrentWeapon is Handgun)
                {
                    (CurrentWeapon as Handgun).SetLeftFacingOffset(new Vector2(1, -17));
                    (CurrentWeapon as Handgun).SetRightFacingOffset(new Vector2(-1, -17));
                }
            };
            kickJetpackLeft.AnimationSwitchCallback = () =>
            {
                IsKicking = false;
            };
            animations.RegisterAnimation("KickJetpackLeft", kickJetpackLeft, () => false);

            SpriteSheetAnimation kickJetpackRight = kickJetpackLeft.CopyFlipped();

            animations.RegisterAnimation("KickJetpackRight", kickJetpackRight, () => false);

            animations.AddFrameTransition("RunLeft", "RunBackwardsLeft");
            animations.AddFrameTransition("RunRight", "RunBackwardsRight");
            animations.AddFrameTransition("RunLeft", "RunRight");
            animations.AddFrameTransition("RunBackwardsLeft", "RunBackwardsRight");
            animations.AddFrameTransition("JetpackLeft", "JetpackRight");

            Visible = true;
            Active  = true;

            /*DebugFunction = () =>
             * {
             *  return "Fuel: " + (int)(((float)(Fuel / TankCapacity)) * 100) + " %";
             * };*/

            CurrentWeapon = new Handgun(scene, this);
            weapons.Add(CurrentWeapon);
            Machinegun mg = new Machinegun(scene, this);

            mg.Visible = false;
            Shotgun sg = new Shotgun(scene, this);

            sg.Visible = false;
            weapons.Add(mg);
            weapons.Add(sg);
        }
 public void PlayAnimation(string name, Action onCompleteAction = null)
 {
     if(_currentAnimation != null && _currentAnimation.Name == name && IsPlaying)
         return;
     
     _currentAnimation = _animationGroup.GetAnimation(name);
     _frameIndex = 0;
     _onCompleteAction = onCompleteAction;
     IsPlaying = true;
 }
        //public IEnumerable<TextureRegion2D> Frames
        //{
        //    get { return _frames; }
        //}

        //public IEnumerable<string> Animations
        //{
        //    get { return _animations.Keys.OrderBy(i => i); }
        //}

        //public int AddFrame(TextureRegion2D textureRegion)
        //{
        //    var index = _frames.Count;
        //    _frames.Add(textureRegion);

        //    if (Sprite != null && Sprite.TextureRegion == null)
        //        Sprite.TextureRegion = textureRegion;

        //    return index;
        //}

        //public bool RemoveFrame(TextureRegion2D textureRegion)
        //{
        //    return _frames.Remove(textureRegion);
        //}

        //public bool RemoveFrame(string name)
        //{
        //    var frame = GetFrame(name);
        //    return RemoveFrame(frame);
        //}

        //public void RemoveFrameAt(int frameIndex)
        //{
        //    _frames.RemoveAt(frameIndex);
        //}

        //public TextureRegion2D GetFrameAt(int index)
        //{
        //    return _frames[index];
        //}

        //public TextureRegion2D GetFrame(string name)
        //{
        //    return _frames.FirstOrDefault(f => f.Name == name);
        //}

        //public SpriteSheetAnimation AddAnimation(string name, int framesPerSecond, int[] frameIndices)
        //{
        //    if (_animations.ContainsKey(name))
        //        throw new InvalidOperationException(string.Format("Animator already contrains an animation called {0}", name));

        //    var animation = new SpriteSheetAnimation(name, framesPerSecond, frameIndices);
        //    _animations.Add(name, animation);
        //    return animation;
        //}

        //public SpriteSheetAnimation AddAnimation(string name, int framesPerSecond, int firstFrameIndex, int lastFrameIndex)
        //{
        //    var frameIndices = new int[lastFrameIndex - firstFrameIndex + 1];

        //    for (var i = 0; i < frameIndices.Length; i++)
        //        frameIndices[i] = firstFrameIndex + i;

        //    return AddAnimation(name, framesPerSecond, frameIndices);
        //}

        //public bool RemoveAnimation(string name)
        //{
        //    SpriteSheetAnimation animation;

        //    if (!_animations.TryGetValue(name, out animation))
        //        return false;

        //    if (_currentAnimation == animation)
        //        _currentAnimation = null;

        //    _animations.Remove(name);
        //    return true;
        //}

        public void PlayAnimation(SpriteSheetAnimation animation, Action onCompleteAction = null)
        {
            if (!_animationGroup.Contains(animation))
                throw new InvalidOperationException("Animation does not belong to this animator");

            PlayAnimation(animation.Name);
        }
        public void Convert(Entity entity, EntityManager eManager, GameObjectConversionSystem conversionSystem)
        {
            var archetype = eManager.CreateArchetype(
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                //typeof(Bound2D),
                typeof(SpriteSheet),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(UvBuffer),
                typeof(SpriteSheetColor),
                typeof(RenderData)
                );

            NativeArray <Entity> entities = new NativeArray <Entity>(spriteCount, Allocator.Temp);

            eManager.CreateEntity(archetype, entities);

            KeyValuePair <Material, float4[]> atlasData = SpriteSheetCache.BakeSprites(sprites);
            int cellCount = atlasData.Value.Length;

            Random rand = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            Rect   area = GetSpawnArea();
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = atlasData.Key
            };

            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];

                SpriteSheet sheet = new SpriteSheet {
                    spriteIndex = rand.NextInt(0, cellCount), maxSprites = cellCount
                };
                Scale scale = new Scale {
                    Value = rand.NextFloat(minScale, maxScale)
                };
                Position2D pos = new Position2D {
                    Value = rand.NextFloat2(area.min, area.max)
                };
                SpriteSheetAnimation anim = new SpriteSheetAnimation {
                    play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10
                };
                var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
                SpriteSheetColor col = new SpriteSheetColor {
                    value = new float4(color.r, color.g, color.b, color.a)
                };
                eManager.SetComponentData(e, sheet);
                eManager.SetComponentData(e, scale);
                eManager.SetComponentData(e, pos);
                eManager.SetComponentData(e, anim);
                eManager.SetComponentData(e, col);
                eManager.SetSharedComponentData(e, material);

                // Fill uv buffer
                var buffer = eManager.GetBuffer <UvBuffer>(entities[i]);
                for (int j = 0; j < atlasData.Value.Length; j++)
                {
                    buffer.Add(atlasData.Value[j]);
                }
            }
        }