Beispiel #1
0
        public Boss(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite,
                    MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) :
            base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp)
        {
            worldmap = map;

            int[]     bossAnimationFramesMoving = { 0 };
            Animation bossAnimationMoving       = new Animation(PlayType.Loop, bossAnimationFramesMoving, 11.0f);

            int[]     bossAnimationFramesExploded = { 4, 5, 6, 7 };
            Animation bossAnimationExploded       = new Animation(PlayType.Loop, bossAnimationFramesExploded, 3.0f);

            Dictionary <string, Animation> bossAnimations = new Dictionary <string, Animation>()
            {
                { "moving", bossAnimationMoving },
                { "exploded", bossAnimationExploded }
            };

            m_animator    = new AnimationController(m_world.m_spriteBoss, bossAnimations, 2, 1);
            currAnimation = "moving";
            shootCooldown = rateoffire;
            m_size        = new Vector2(m_world.m_spriteBoss.Bounds.Width / 2, m_world.m_spriteBoss.Bounds.Height);
        }
Beispiel #2
0
 public Volcano(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite,
                MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) :
     base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp)
 {
     worldmap       = map;
     shootCooldown  = rateoffire;
     shootCooldown2 = rateoffire;
     shootCooldown3 = rateoffire;
 }
Beispiel #3
0
        public Hatch(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite,
                     MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) :
            base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp)
        {
            worldmap       = map;
            m_dropsPowerUp = dropsPowerUp;

            int[]     HatchAnimationFrames = { 0, 1 };
            Animation HatchAnimation       = new Animation(PlayType.Loop, HatchAnimationFrames, 3.0f);

            int[]     HatchAnimationFramesExploded         = { 4, 5, 6, 7 };
            Animation HatchAnimationExploded               = new Animation(PlayType.Loop, HatchAnimationFramesExploded, 3.0f);
            Dictionary <string, Animation> HatchAnimations = new Dictionary <string, Animation>()
            {
                { "idle", HatchAnimation },
                { "exploded", HatchAnimationExploded }
            };

            m_animator    = new AnimationController(m_world.m_spriteHatch, HatchAnimations, 4, 2);
            currAnimation = "idle";
        }
Beispiel #4
0
        public Garun(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite,
                     MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) :
            base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp)
        {
            worldmap = map;

            int[]     garunAnimationFramesMoving = { 25, 26, 27, 28, 27, 26, 25 };
            Animation garunAnimationMoving       = new Animation(PlayType.Loop, garunAnimationFramesMoving, 10.0f);

            int[]     garunAnimationFramesExploded         = { 80, 81, 82, 83 };
            Animation garunAnimationExploded               = new Animation(PlayType.Once, garunAnimationFramesExploded, 5.0f);
            Dictionary <string, Animation> garunAnimations = new Dictionary <string, Animation>()
            {
                { "moving", garunAnimationMoving },
                { "exploded", garunAnimationExploded }
            };

            m_animator    = new AnimationController(m_world.m_spriteEnemies, garunAnimations, 5, 18);
            currAnimation = "moving";

            center = m_pos.Y;
            offset = 0;  //The offset to add to your Y
            radius = 50; //Whatever you want your radius to be
        }
Beispiel #5
0
        public Jumper(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite,
                      MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) :
            base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp)
        {
            worldmap       = map;
            center         = m_pos.Y;
            default_maxVel = maxVel;
            int[]     JumperAnimationFrames = { 35, 36, 37 };
            Animation JumperAnimation       = new Animation(PlayType.Once, JumperAnimationFrames, 3.0f);

            int[]     JumperAnimationFramesExploded = { 80, 81, 82, 83 };
            Animation JumperAnimationExploded       = new Animation(PlayType.Once, JumperAnimationFramesExploded, 5.0f);

            Dictionary <string, Animation> JumperAnimations = new Dictionary <string, Animation>()
            {
                { "moving", JumperAnimation },
                { "exploded", JumperAnimationExploded }
            };

            m_animator    = new AnimationController(m_world.m_spriteEnemies, JumperAnimations, 5, 18);
            currAnimation = "moving";
        }
Beispiel #6
0
        public Player(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire,
                      Texture2D sprite, MovableType type, Texture2D ProjectileSprite, AnimationController animator) :
            base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, ProjectileSprite)
        {
            isDead                  = false;
            shootCooldown           = rateoffire;
            continuousShootCooldown = continuousrateoffire;
            missileShootCooldown    = 1500;
            m_depth                -= 0.1f;
            activePowerUps          = new List <PowerUpType>();
            m_trail                 = new List <Vector2>();
            for (int i = 0; i < TRAIL_SIZE; i++)
            {
                m_trail.Add(this.m_pos);
            }

            int[]     playerAnimationFramesUp = { 0 };
            Animation playerAnimationUp       = new Animation(PlayType.Once, playerAnimationFramesUp, 3.0f);

            int[]     playerAnimationFramesForward = { 1 };
            Animation playerAnimationForward       = new Animation(PlayType.Once, playerAnimationFramesForward, 3.0f);

            int[]     playerAnimationFramesDown = { 2 };
            Animation playerAnimationDown       = new Animation(PlayType.Once, playerAnimationFramesDown, 3.0f);

            int[]     playerAnimationFramesExploded         = { 4, 5, 6, 7 };
            Animation playerAnimationExploded               = new Animation(PlayType.Once, playerAnimationFramesExploded, 3.0f);
            Dictionary <string, Animation> playerAnimations = new Dictionary <string, Animation>()
            {
                { "up", playerAnimationUp },
                { "forward", playerAnimationForward },
                { "down", playerAnimationDown },
                { "exploded", playerAnimationExploded }
            };

            m_animator = new AnimationController(m_world.m_spriteViper, playerAnimations, 4, 3);

            int[]     shieldAnimationFrames = { 12, 13, 14, 15 };
            Animation shieldAnimation       = new Animation(PlayType.Once, shieldAnimationFrames, 3.0f);
            Dictionary <string, Animation> shieldAnimations = new Dictionary <string, Animation>()
            {
                { "up", shieldAnimation },
                { "forward", shieldAnimation },
                { "down", shieldAnimation },
                { "exploded", shieldAnimation }
            };

            m_shieldAnimator = new AnimationController(m_world.m_spriteProjectile, shieldAnimations, 8, 3);
            currAnimation    = "forward";
        }
Beispiel #7
0
        public Ducker(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite,
                      MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) :
            base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp)
        {
            worldmap       = map;
            m_dropsPowerUp = dropsPowerUp;

            int[]     DuckerAnimationFramesWalking = { 45, 46 };
            Animation DuckerAnimationWalking       = new Animation(PlayType.Loop, DuckerAnimationFramesWalking, 16.0f);

            int[]     DuckerAnimationFramesHolding = { 47 };
            Animation DuckerAnimationHolding       = new Animation(PlayType.Loop, DuckerAnimationFramesHolding, 3.0f);

            int[]     DuckerAnimationFramesExploded         = { 80, 81, 82, 83 };
            Animation DuckerAnimationExploded               = new Animation(PlayType.Loop, DuckerAnimationFramesExploded, 3.0f);
            Dictionary <string, Animation> DuckerAnimations = new Dictionary <string, Animation>()
            {
                { "walking", DuckerAnimationWalking },
                { "shooting", DuckerAnimationHolding },
                { "waiting", DuckerAnimationHolding },
                { "exploded", DuckerAnimationExploded }
            };

            m_animator    = new AnimationController(m_world.m_spriteEnemies, DuckerAnimations, 5, 18);
            currAnimation = "walking";
        }
        public void spawnEnemy(Dictionary <string, FuncWorks.XNA.XTiled.Property> enemyProperties, Vector2 enemyPosition)
        {
            MovableType         enemyType;
            Vector2             enemySize;
            float               enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire, enemyContinuousrateoffire;
            Texture2D           enemySprite, enemyProjectileSprite;
            List <Enemy>        enemySquad;
            bool                enemyDropsPowerUp, enemyHasSquad;
            AnimationController enemyAnimator;
            int enemyQuantity = (int)enemyProperties["quantity"].AsInt32;

            enemyHasSquad     = (bool)enemyProperties["hasSquad"].AsBoolean;
            enemyDropsPowerUp = (bool)enemyProperties["dropsPowerUp"].AsBoolean;
            enemyType         = MovableType.Enemy;

            if (enemyHasSquad)
            {
                enemySquad = new List <Enemy>();
            }
            else
            {
                enemySquad = null;
            }

            switch (enemyProperties["type"].Value)
            {
            case "Fan":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteEnemies, null, 5, 18);
                enemyMaxVel               = 200;
                enemyAccel                = 800;
                enemyFriction             = 800;
                enemyRateoffire           = 0;
                enemyContinuousrateoffire = 0;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    Fan newFan = new Fan(m_worldMap.m_world, enemyPosition + new Vector2(50 * i, 0), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                 enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                         enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                         m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                         enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newFan);
                    if (enemyHasSquad)
                    {
                        newFan.addToSquad();
                    }
                }
            }
            break;

            case "Garun":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteEnemies, null, 5, 18);
                enemyMaxVel               = 80;
                enemyAccel                = 800;
                enemyFriction             = 800;
                enemyRateoffire           = 0;
                enemyContinuousrateoffire = 0;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    int y = 0;
                    if (i % 2 == 0)
                    {
                        y = 50;
                    }
                    Garun newGarun = new Garun(m_worldMap.m_world, enemyPosition + new Vector2(50 * i, y), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                       enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                               enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                               m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                               enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newGarun);
                    if (enemyHasSquad)
                    {
                        newGarun.addToSquad();
                    }
                }
            }
            break;

            case "Rugal":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteEnemies, null, 5, 18);
                enemyMaxVel               = 80;
                enemyAccel                = 800;
                enemyFriction             = 800;
                enemyRateoffire           = 0;
                enemyContinuousrateoffire = 0;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    int y = 0;
                    if (i % 2 == 0)
                    {
                        y = 50;
                    }
                    Rugal newRugal = new Rugal(m_worldMap.m_world, enemyPosition + new Vector2(50 * i, y), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                       enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                               enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                               m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                               enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newRugal);
                    if (enemyHasSquad)
                    {
                        newRugal.addToSquad();
                    }
                }
            }
            break;

            case "Dee-01":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteEnemies, null, 5, 18);
                enemyMaxVel               = 50;
                enemyAccel                = 500;
                enemyFriction             = 500;
                enemyRateoffire           = 1.0f;
                enemyContinuousrateoffire = 1.0f;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    Dee newdee = new Dee(m_worldMap.m_world, enemyPosition + new Vector2(50 * i, 0), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                 enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                         enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                         m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                         enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newdee);
                    if (enemyHasSquad)
                    {
                        newdee.addToSquad();
                    }
                }
            }
            break;

            case "Ducker":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteEnemies, null, 5, 18);
                enemyMaxVel               = 50;
                enemyAccel                = 500;
                enemyFriction             = 500;
                enemyRateoffire           = 1.0f;
                enemyContinuousrateoffire = 1.0f;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    Ducker newDucker = new Ducker(m_worldMap.m_world, enemyPosition - new Vector2(m_worldMap.m_view.Width * i, 0), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                                               enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                                  enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                                  m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                                  enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newDucker);
                    if (enemyHasSquad)
                    {
                        newDucker.addToSquad();
                    }
                }
            }
            break;

            case "Dagumu":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteEnemies, null, 5, 18);
                enemyMaxVel               = 50;
                enemyAccel                = 500;
                enemyFriction             = 500;
                enemyRateoffire           = 1.0f;
                enemyContinuousrateoffire = 1.0f;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    Hatch newHatch = new Hatch(m_worldMap.m_world, enemyPosition + new Vector2(50 * i, 0), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                       enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                               enemyContinuousrateoffire, m_worldMap.m_world.m_spriteHatch, enemyType,
                                               m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                               enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newHatch);
                    if (enemyHasSquad)
                    {
                        newHatch.addToSquad();
                    }
                }
            }
            break;

            case "Rush":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteEnemies, null, 5, 18);
                enemyMaxVel               = 200;
                enemyAccel                = 200;
                enemyFriction             = 500;
                enemyRateoffire           = 1.0f;
                enemyContinuousrateoffire = 1.0f;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    Rush newRush = new Rush(m_worldMap.m_world, enemyPosition + new Vector2(0, i * 50), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                    enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                            enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                            m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                            enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newRush);
                    if (enemyHasSquad)
                    {
                        newRush.addToSquad();
                    }
                }
            }
            break;

            case "Jumper":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteEnemies, null, 5, 18);
                enemyMaxVel               = 150;
                enemyAccel                = 150;
                enemyFriction             = 500;
                enemyRateoffire           = 1.0f;
                enemyContinuousrateoffire = 1.0f;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    Jumper newJumper = new Jumper(m_worldMap.m_world, enemyPosition + new Vector2(i * 50, 0), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                          enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                                  enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                                  m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                                  enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newJumper);
                    if (enemyHasSquad)
                    {
                        newJumper.addToSquad();
                    }
                }
            }
            break;

            case "boss":
            {
                enemyAnimator             = new AnimationController(m_worldMap.m_world.m_spriteBoss, null, 2, 1);
                enemyMaxVel               = 100;
                enemyAccel                = 500;
                enemyFriction             = 500;
                enemyRateoffire           = 1.0f;
                enemyContinuousrateoffire = 5.0f;

                for (int i = 1; i <= enemyQuantity; i++)
                {
                    Boss newBoss = new Boss(m_worldMap.m_world, new Vector2(m_worldMap.screenWidth - enemyAnimator.m_spriteSheet.Width / 2, m_worldMap.m_screenMiddle.Y), new Vector2(enemyAnimator.m_currentSpriteRect.Width,
                                                                                                                                                                                      enemyAnimator.m_currentSpriteRect.Height), enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                            enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                            m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                            enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newBoss);
                    if (enemyHasSquad)
                    {
                        newBoss.addToSquad();
                    }
                }
            }
            break;

            case "volcano":
            {
                enemyAnimator             = null;
                enemyMaxVel               = 0;
                enemyAccel                = 0;
                enemyFriction             = 0;
                enemyRateoffire           = 0.8f;
                enemyContinuousrateoffire = 0.8f;

                for (int i = 0; i < enemyQuantity; i++)
                {
                    Volcano newVolcano = new Volcano(m_worldMap.m_world, enemyPosition + new Vector2(300 * i, 0), Vector2.Zero, enemyMaxVel, enemyAccel, enemyFriction, enemyRateoffire,
                                                     enemyContinuousrateoffire, m_worldMap.m_world.m_spriteEnemies, enemyType,
                                                     m_worldMap.m_world.m_spriteProjectile, enemySquad, m_worldMap, enemyDropsPowerUp,
                                                     enemyAnimator);
                    m_worldMap.m_world.m_entities.Add(newVolcano);
                    if (enemyHasSquad)
                    {
                        newVolcano.addToSquad();
                    }
                }
            }
            break;
            }
        }
Beispiel #9
0
        public Dee(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite,
                   MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) :
            base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp)
        {
            worldmap       = map;
            m_dropsPowerUp = dropsPowerUp;

            int[]     deeAnimationFrames      = { 40 };
            int[]     deeAnimationFramesShoot = { 41 };
            Animation deeAnimation            = new Animation(PlayType.Loop, deeAnimationFrames, 3.0f);
            Animation deeAnimationShoot       = new Animation(PlayType.Loop, deeAnimationFramesShoot, 3.0f);

            int[]     deeAnimationFramesExploded         = { 80, 81, 82, 83 };
            Animation deeAnimationExploded               = new Animation(PlayType.Loop, deeAnimationFramesExploded, 3.0f);
            Dictionary <string, Animation> deeAnimations = new Dictionary <string, Animation>()
            {
                { "idle", deeAnimation },
                { "shooting", deeAnimationShoot },
                { "exploded", deeAnimationExploded }
            };

            m_animator    = new AnimationController(m_world.m_spriteEnemies, deeAnimations, 5, 18);
            currAnimation = "idle";
        }
Beispiel #10
0
        public Fan(Game1 world, Vector2 pos, Vector2 size, float maxVel, float accel, float friction, float rateoffire, float continuousrateoffire, Texture2D sprite,
                   MovableType type, Texture2D projectileSprite, List <Enemy> squad, WorldMap map, bool dropsPowerUp, AnimationController animator) :
            base(world, pos, size, maxVel, accel, friction, rateoffire, continuousrateoffire, sprite, type, projectileSprite, squad, dropsPowerUp)
        {
            worldmap = map;

            int[]     fanAnimationFramesMoving = { 0, 1, 2, 3 };
            Animation fanAnimationMoving       = new Animation(PlayType.Loop, fanAnimationFramesMoving, 11.0f);

            int[]     fanAnimationFramesExploded = { 80, 81, 82, 83 };
            Animation fanAnimationExploded       = new Animation(PlayType.Once, fanAnimationFramesExploded, 5.0f);

            Dictionary <string, Animation> fanAnimations = new Dictionary <string, Animation>()
            {
                { "moving", fanAnimationMoving },
                { "exploded", fanAnimationExploded }
            };

            m_animator    = new AnimationController(m_world.m_spriteEnemies, fanAnimations, 5, 18);
            currAnimation = "moving";
        }