public void Add(StatePlayerElement stateElement) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(stateElement); }
/// <summary> /// Begins or continues playback of an animation. /// </summary> public void PlayAnimation(List <Sequence> lsequence, StateElement stateElement) { StatePlayerElement statePlayerElement = default(StatePlayerElement); StateTileElement stateTileElement = default(StateTileElement); string stateName = string.Empty; if (object.ReferenceEquals(typeof(StatePlayerElement), stateElement.GetType())) { statePlayerElement = (StatePlayerElement)stateElement; stateName = statePlayerElement.state.ToString(); StateName = stateName; } else if (object.ReferenceEquals(typeof(StateTileElement), stateElement.GetType())) { stateTileElement = (StateTileElement)stateElement; stateName = stateTileElement.state.ToString(); StateName = stateName; } else { stateName = stateElement.state.ToString(); StateName = stateName; } // Start the new animation. if (stateElement.Priority == Enumeration.PriorityState.Normal & this.IsStoppable == false) { return; } //Check if the animation is already playing if (sequence != null && sequence.name == stateName) { return; } this.lsequence = lsequence; //Search in the sequence the right type Sequence result = lsequence.Find((Sequence s) => s.name == stateName.ToUpper()); if (result == null) { //will be an error return; } //cloning for avoid reverse pemanently... sequence = result; if (stateElement.Stoppable != null) { foreach (Frame f in sequence.frames) { f.stoppable = Convert.ToBoolean(stateElement.Stoppable); } } //For increase offset depend of the state previus; for example when running and fall the x offset will be increase. if (stateElement.OffSet != Vector2.Zero) { foreach (Frame f in sequence.frames) { f.xOffSet = f.xOffSet + Convert.ToInt32(Math.Truncate(stateElement.OffSet.X)); f.yOffSet = f.yOffSet + Convert.ToInt32(Math.Truncate(stateElement.OffSet.Y)); } } //Check if reverse movement and reverse order and sign x,y if (stateElement.Reverse == Enumeration.SequenceReverse.Reverse) { List <Frame> newListFrame = new List <Frame>(); List <Frame> newListCommand = new List <Frame>(); foreach (Frame f in sequence.frames) { if (f.type == Enumeration.TypeFrame.COMMAND) { newListCommand.Add(f); } else { f.xOffSet = -1 * f.xOffSet; f.yOffSet = -1 * f.yOffSet; newListFrame.Add(f); } } newListFrame.Reverse(); //add command foreach (Frame f in newListCommand) { newListFrame.Add(f); } sequence.frames = newListFrame; } if (stateElement.Reverse == Enumeration.SequenceReverse.FixFrame) { this.m_frameIndex = this.FrameSpriteCount() - this.m_frameIndex; } else { this.m_frameIndex = 0; } this.firstTime = true; }
public void Add(StatePlayerElement stateElement) { if (data.Count == iSize) { data.Dequeue(); } data.Enqueue(stateElement); }
public void UpdateFrame(float elapsed, ref Position position, ref SpriteEffects spriteEffects__1, ref PlayerState playerState) { //Resetting Name float TimePerFrame = 0; playerState.Value().Name = string.Empty; //playerState.Value().Name = sequence.frames[frameIndex].name; //System.Console.WriteLine(playerState.Value().Name.ToUpper()); TimePerFrame = frameRate + sequence.frames[m_frameIndex].delay; //0.1 //TimePerFrame = 0.9f + sequence.frames[frameIndex].delay; //0.1 //TimePerFrame = 1.2f + sequence.frames[frameIndex].delay; //0.1 TotalElapsed += elapsed; if (TotalElapsed > TimePerFrame) { //Play Sound sequence.frames[m_frameIndex].PlaySound(); m_frameIndex = Math.Min(m_frameIndex + 1, Frames.Count - 1); TotalElapsed -= TimePerFrame; //Taking name of the frame usefull for hit combat.. playerState.Value().Name = sequence.frames[m_frameIndex].name; if (sequence.frames[m_frameIndex].type != Enumeration.TypeFrame.SPRITE) { //COMMAND string[] aCommand = sequence.frames[m_frameIndex].name.Split('|'); string[] aParameter = sequence.frames[m_frameIndex].parameter.Split('|'); for (int x = 0; x <= aCommand.Length - 1; x++) { if (aCommand[x] == Enumeration.TypeCommand.ABOUTFACE.ToString()) { if (spriteEffects__1 == SpriteEffects.FlipHorizontally) { spriteEffects__1 = SpriteEffects.None; } else { spriteEffects__1 = SpriteEffects.FlipHorizontally; } } else if (aCommand[x] == Enumeration.TypeCommand.GOTOFRAME.ToString()) { string par = aParameter[x]; int result = sequence.frames.FindIndex((Frame f) => f.name == par); m_frameIndex = result; } else if (aCommand[x] == Enumeration.TypeCommand.GOTOSEQUENCE.ToString()) { string[] par = aParameter[x].Split(':'); Sequence result = lsequence.Find((Sequence s) => s.name == par[0]); sequence = result; m_frameIndex = 0; if (par.Length > 1) { Vector2 v = new Vector2(float.Parse(par[1].Split(',')[0]), float.Parse(par[1].Split(',')[1])); playerState.Add(StatePlayerElement.Parse(par[0]), Enumeration.PriorityState.Normal, v); } else { playerState.Add(StatePlayerElement.Parse(par[0])); } } else if (aCommand[x] == Enumeration.TypeCommand.IFGOTOSEQUENCE.ToString()) { string par = string.Empty; if (playerState.Value().IfTrue == true) { par = aParameter[0]; } else { par = aParameter[1]; } Sequence result = lsequence.Find((Sequence s) => s.name == par); sequence = result; m_frameIndex = 0; playerState.Add(StatePlayerElement.Parse(par)); } else if (aCommand[x] == Enumeration.TypeCommand.DELETE.ToString()) { playerState.Add(Enumeration.State.delete, Enumeration.PriorityState.Force); } } } int flip = 0; if (spriteEffects__1 == SpriteEffects.FlipHorizontally) { //& TotalElapsed > TimePerFrame) skip first frame =!==!=?!?bug flip = 1; } else { flip = -1; } position.Value = new Vector2(position.X + (sequence.frames[m_frameIndex].xOffSet * flip), position.Y + sequence.frames[m_frameIndex].yOffSet); } else if (firstTime == true) { //Play Sound sequence.frames[m_frameIndex].PlaySound(); int flip = 0; if (spriteEffects__1 == SpriteEffects.FlipHorizontally) { flip = 1; } else { flip = -1; } position.Value = new Vector2(position.X + (sequence.frames[m_frameIndex].xOffSet * flip), position.Y + sequence.frames[m_frameIndex].yOffSet); firstTime = false; } }