Example #1
0
        private void drawShootingTransition(string startOrEnd)
        {
            if (startOrEnd.Equals("shootstart"))
            {
               // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.ShootStart; // BREAK THROUGH //
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootStart);
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("shootend"))
            {
               // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.ShootEnd;
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootEnd);
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("shootupstart"))
            {
               // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.ShootUpStart;
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootUpStart);
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("shootupend"))
            {
               // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.ShootUpEnd;
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootUpEnd);
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("shootdownstart"))
            {
               // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.ShootDownStart;
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootDownStart);
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("shootdownend"))
            {
               // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.ShootDownEnd;
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootDownEnd);
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("shootcrouchstart"))
            {
               // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.ShootCrouchStart;
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootCrouchStart);
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("shootcrouchend"))
            {
              //  legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.ShootCrouchEnd;
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ShootCrouchEnd);
                setTransitionCheckStrings(startOrEnd);
            }
        }
Example #2
0
        private void drawTurningTransition(KeyboardState keyState, KeyboardState oldKeyState)
        {
            //  bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;
            legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

            if (!crouching && !facingUp)
            {
                currentBodyTransition = BodyTransitionIndex.Turn;
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Turn);
                }
             //   bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.Turn);
                setTransitionCheckStrings("turntransition");

            }
            else if(crouching && !facingUp)
            {
                currentBodyTransition = BodyTransitionIndex.CrouchTurn;
            //    bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.CrouchTurn);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.CrouchTurn);
                }
                setTransitionCheckStrings("crouchturntransition");
            }
            else if (facingUp && !crouching)
            {
                currentBodyTransition = BodyTransitionIndex.TurnUp;
             //   bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.TurnUp);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.TurnUp);
                }
                setTransitionCheckStrings("turnuptransition");
            }
        }
Example #3
0
 private void drawReloadTransition(string checkString)
 {
     if (checkString.Equals("crouchreload"))
     {
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.CrouchReload;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.CrouchReload);
         setTransitionCheckStrings(checkString);
     }
     else if (checkString.Equals("reload"))
     {
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.Reload;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Reload);
         setTransitionCheckStrings(checkString);
     }
     else if (checkString.Equals("reloadup"))
     {
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.ReloadUp;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.ReloadUp);
         setTransitionCheckStrings(checkString);
     }
 }
Example #4
0
        private void drawShootingMagicTransition(string startOrEnd)
        {
            if (startOrEnd.Equals("magicstart"))
            {
              //  legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
             //   bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.MagicStart;
             //   bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicStart);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicStart);
                }
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("magicend"))
            {
              //  legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
             //   bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.MagicEnd;
             //   bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicEnd);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicEnd);
                }
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("magicupstart"))
            {
              //  legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
             //   bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.MagicUpStart;
            //    bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicUpStart);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicUpStart);
                }
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("magicupend"))
            {
            //    legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
               //     bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.MagicUpEnd;
               //     bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicUpEnd);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicUpEnd);
                }
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("magicdownstart"))
            {
            //    legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
            //    bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.MagicDownStart;
            //    bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicDownStart);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicDownStart);
                }
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("magicdownend"))
            {
            //    legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
               //     bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.MagicDownEnd;
               //     bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicDownEnd);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicDownEnd);
                }
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("magiccrouchstart"))
            {
            //    legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
            //    bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.MagicCrouchStart;
             //   bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicCrouchStart);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicCrouchStart);
                }
                setTransitionCheckStrings(startOrEnd);
            }
            else if (startOrEnd.Equals("magiccrouchend"))
            {
             //   legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
            //    bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentBodyTransition = BodyTransitionIndex.MagicCrouchEnd;
            //    bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MagicCrouchEnd);
                for (int counter = 0; counter < 3; counter++)
                {
                    weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                    weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MagicCrouchEnd);
                }
                setTransitionCheckStrings(startOrEnd);
            }
        }
Example #5
0
        private void drawMidToUpTransition(KeyboardState keyState, KeyboardState oldKeyState)
        {
            //  bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;
               // legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;

            currentBodyTransition = BodyTransitionIndex.MidToUp;
             //   bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.MidToUp);
            for (int counter = 0; counter < 3; counter++)
            {
                weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.MidToUp);
            }
            setTransitionCheckStrings("midtouptransition");
        }
Example #6
0
 private void drawJumpingTransition(string checkString)
 {
     if (checkString.Equals("jump"))
     {
         //legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.Jump;
         currentLegTransition = LegTransitionIndex.Jump;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Jump);
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Jump);
         setTransitionCheckStrings(checkString);
     }
     else if (checkString.Equals("fall"))
     {
         //legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.Fall;
         currentLegTransition = LegTransitionIndex.Fall;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Fall);
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Fall);
         setTransitionCheckStrings(checkString);
     }
 }
Example #7
0
        private void drawCrouchingTransition(KeyboardState keyState, KeyboardState oldKeySate)
        {
            // this is the condition for a transition to be played. //
              //  legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
             //   bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentLegTransition = LegTransitionIndex.Crouch;
                legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Crouch);

                if (!keyState.IsKeyDown(Keys.Up))
                {
                    currentBodyTransition = BodyTransitionIndex.Crouch;
              //      bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.Crouch);
                    for (int counter = 0; counter < 3; counter++)
                    {
                        weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                        weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Crouch);
                    }
                }
                setTransitionCheckStrings("crouchtransition");
        }
Example #8
0
 private void drawChangeWeaponTransition(string checkString)
 {
     if (checkString.Equals("crouchholster"))
     {
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.CrouchHolster;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.CrouchHolster);
         setTransitionCheckStrings(checkString);
     }
     else if (checkString.Equals("holster"))
     {
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.Holster;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Holster);
         setTransitionCheckStrings(checkString);
     }
     else if (checkString.Equals("holsterdown"))
     {
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.HolsterDown;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.HolsterDown);
         setTransitionCheckStrings(checkString);
     }
     else if (checkString.Equals("holsterup"))
     {
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.HolsterUp;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.HolsterUp);
         setTransitionCheckStrings(checkString);
     }
 }
Example #9
0
 public static void setBodyNull()
 {
     currentBodyTransition = BodyTransitionIndex.NULL;
 }