Example #1
0
        internal DbArmature(string name, ITextureSupplier texturer, GraphicsDevice graphics, DragonBones creator)
            : base(name)
        {
            Creator        = creator;
            Texturer       = texturer;
            GraphicsDevice = graphics;

            Bones         = new KeyedCollectionImpl <string, DbBone>(b => b.Name);
            Slots         = new KeyedCollectionImpl <string, DbSlot>(s => s.Name);
            Animations    = new KeyedCollectionImpl <string, DbAnimation>(a => a.Name);
            IkConstraints = new List <DbIkConstraint>();
        }
Example #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            _demonAtlas = TextureAtlas.FromJson("Content/DemonTexture.json");
            _demonAtlas.LoadContent(Content);
            _demonArmature = DragonBones.FromJson("Content/Demon.json", _demonAtlas, GraphicsDevice).Armature;

            _dragonAtlas = TextureAtlas.FromJson("Content/texture.json");
            _dragonAtlas.LoadContent(Content);
            _dragonArmature = DragonBones.FromJson("Content/Dragon.json", _dragonAtlas, GraphicsDevice).Armature;

            //_dragonArmature.PlaySound += (s, e) => Debug.WriteLine("Got sound event: " + e.Name);
            //_dragonArmature.DoAction += (s, e) => Debug.WriteLine("Got action event: " + e.Name);

            _meshAtlas = TextureAtlas.FromJson("Content/Culling.json");
            _meshAtlas.LoadContent(Content);
            _meshArmature = DragonBones.FromJson("Content/Meshes.json", _meshAtlas, GraphicsDevice).Armature;
        }