public override void onAddedToEntity() { this.bugEntity = (Bug1)entity; this.boxCollider = entity.getComponent <BoxCollider>(); this.mover = entity.getComponent <TiledMapMover>(); moveDir = new Vector2(-1, 0); }
public override void onAddedToEntity() { base.onAddedToEntity(); sprite = entity.getComponent <Sprite>(); moveBox = entity.getComponent <BoxCollider>(); mover = entity.getComponent <TiledMapMover>(); }
public void LoadInPlayer() { PlayerEntity = createEntity(myPlayerInfo.UserID); PlayerDirectional = new DirectionalSprite(myPlayerInfo.GetLastSpriteDirection()); PlayerEntity.addComponent(PlayerDirectional); PlayerTileMapMover = new TiledMapMover(myCollisionLayer); PlayerEntity.addComponent(PlayerTileMapMover); }
public override void onAddedToEntity() { base.onAddedToEntity(); mover = this.getComponent <TiledMapMover>(); box = this.getComponent <BoxCollider>(); sprite = this.getComponent <Sprite <Animations.Boss> >(); initialState = Animations.Boss.Walk; }
public override void onAddedToEntity() { boxCollider = entity.getComponent <BoxCollider>(); mover = entity.getComponent <TiledMapMover>(); animations = entity.addComponent(new Sprite <Animations>()); loadUpAnimations(); setupInput(); }
public override void onAddedToEntity() { base.onAddedToEntity(); loadContent(); _boxCollider = entity.getComponent <BoxCollider>(); _mover = entity.getComponent <TiledMapMover>(); _physicsHandler = entity.getComponent <PhysicsHandler>(); }
public override void onAddedToEntity() { base.onAddedToEntity(); mover = this.getComponent <TiledMapMover>(); collider = entity.getComponent <BoxCollider>(); grounded = false; coyoteTime = DateTime.Now; }
public override void onAddedToEntity() { input = entity.getComponent <Input>(); mover = entity.getComponent <TiledMapMover>(); sprite = entity.getComponent <Sprite>(); collider = entity.getComponents <BoxCollider>().FirstOrDefault(c => c.name == "hurtbox"); velocity = Vector2.Zero; maxSpeedVec = new Vector2(maxSpeed, maxSpeed); }
public override void onAddedToEntity() { base.onAddedToEntity(); _mover = this.getComponent <TiledMapMover>(); _collider = entity.getCollider <BoxCollider>(); _triggerHelper = new ColliderTriggerHelper(entity); p = entity as Player; }
/// <summary> /// Init /// </summary> public override void onAddedToEntity() { this.playerEntity = (Player)this.entity; this.boxCollider = entity.getComponent <BoxCollider>(); this.mover = entity.getComponent <TiledMapMover>(); this.playerAnimation = entity.getComponent <PlayerAnimations>(); this.initialPosition = playerEntity.position; this.moveDir = Vector2.Zero; setupInput(); }
public override void OnAddedToEntity() { Stats = Entity.GetComponent <UnitStat>(); Animator = Entity.AddComponent(new SpriteAnimator()); AddAnimations(); AddColliders(); Mover = Entity.GetComponent <TiledMapMover>(); TiledCollisionState = new TiledMapMover.CollisionState(); }
/// <summary> /// /// </summary> public override void onAddedToScene() { base.onAddedToScene(); //Add a static sprite to the player for standing Subtexture tex = new Subtexture(this.scene.content.Load <Texture2D>("Sprites/StandingCharacter")); playerSprite.setRenderLayer(-99); //Make sure that the player sprite is always on top playerSprite.setSubtexture(tex); addComponent(playerSprite); //Set animation sprite from spritesheet Texture2D spriteSheet = this.scene.content.Load <Texture2D>("Sprites/WalkingSpriteSheet"); int subSpriteWidth = 18; int subSpriteHeight = 23; //Goes through 4 times because there are 4 walking animation frames //Gets the sub sprite images out of the spritesheet for (int i = 0; i < 4; i++) { ; Rectangle sourceRectangle = new Rectangle((i * subSpriteWidth), 0, subSpriteWidth, subSpriteHeight); Texture2D cropTexture = new Texture2D(graphics, sourceRectangle.Width, sourceRectangle.Height); Color[] data = new Color[sourceRectangle.Width * sourceRectangle.Height]; spriteSheet.GetData(0, sourceRectangle, data, 0, data.Length); cropTexture.SetData(data); walkingAnimation.addFrame(new Subtexture(cropTexture)); } playerSprite.addAnimation(Animations.WalkingRight, walkingAnimation); playerSprite.addAnimation(Animations.standing, new SpriteAnimation().addFrame(tex)); //Set the standing animation (right now it is just a single frame) //Add the controller and mover and add collision layers to the mover addComponent <PlayerController>(); TiledMapMover mapMover = new TiledMapMover(map.getLayer <TiledTileLayer>("CollidableLayer1")); //Add the first collision layer for (int i = 1; i < numCollisionLayers; i++) { int num = i + 1; string layerName = "CollidableLayer" + num.ToString(); mapMover.addCollisionLayer(map.getLayer <TiledTileLayer>(layerName)); } addComponent(mapMover); addCollider(new BoxCollider(-tex.sourceRect.Width / 2, -tex.sourceRect.Height / 2, tex.sourceRect.Width, tex.sourceRect.Height)); //Add an ObjectInteractor addComponent(new ObjectInteractor(this.scene, map, numObjLayers)); //Add ItemHandler addComponent(new ItemHandler()); }
public override void OnAddedToEntity() { var texture = Entity.Scene.Content.LoadSpriteAtlas("Content/Assets/Player/Player.atlas"); _boxCollider = Entity.GetComponent <BoxCollider>(); _mover = Entity.GetComponent <TiledMapMover>(); _animator = Entity.AddComponent(new SpriteAnimator()); _animator.AddAnimationsFromAtlas(texture); _animator.Speed = 0.7f; _animator.Play("idle"); SetupInput(); }
public override void onAddedToEntity() { base.onAddedToEntity(); hp = entity.getComponent <Health>(); animationManager = entity.getComponent <AnimationManager>(); camera = entity.scene.camera; mover = entity.getComponent <TiledMapMover>(); sprite = entity.getComponent <Sprite <Animations> >(); var boxes = entity.getComponents <BoxCollider>(); moveBox = boxes.FirstOrDefault(c => c.name == Constants.Strings.MoveCollider); maxSpeedVec = new Vector2(moveSpeed * 2f, moveSpeed * 3f); sprite.flipX = true; }
public override void OnAddedToEntity() { Mover = this.getComponent <TiledMapMover>(); Collider = this.getComponent <BoxCollider>(); RegularStateMachine = new GroundedState(); SpeedState = new SpeedModiferState(); Sprite = this.getComponent <Sprite <PlayerAnimationState> >(); Input = this.getComponent <PlayerInput>(); RegularStateMachine.Begin(this); SpeedState.Begin(this); base.OnAddedToEntity(); }
public override void onAddedToEntity() { boxCollider = entity.getComponent <BoxCollider>(); mover = entity.getComponent <TiledMapMover>(); animations = entity.addComponent(new Sprite <Animations>()); senseCollider = entity.getComponent <CircleCollider>(); hitCounter = 0; senseCollider.isTrigger = true; isAlive = true; loadUpAnimations(); }
public override void OnAddedToEntity() { _mover = this.GetComponent <TiledMapMover>(); _boxCollider = Entity.GetComponent <BoxCollider>(); _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Microsoft.Xna.Framework.Input.Keys.A, Microsoft.Xna.Framework.Input.Keys.D)); _jumpInput = new VirtualButton(); _jumpInput.Nodes.Add(new VirtualButton.KeyboardKey(Microsoft.Xna.Framework.Input.Keys.Space)); _animator = Entity.AddComponent <SpriteAnimator>(); atlas = thisScene.Content.LoadSpriteAtlas("Content/out.atlas"); _animator.AddAnimationsFromAtlas(atlas); camera = this.GetComponent <Camera>(); }
public Debris(TiledTileLayer collisionLayer, Vector2 position, List <Subtexture> subtextures, float xDir = 0f, float yDir = 0f) : base() { //get initial vel float xSpeed = Nez.Random.range(-maxSpeedX, maxSpeedX); float ySpeed = Nez.Random.range(-maxYSpeed, minYSpeed); if (xDir > 0f) { xSpeed = Nez.Random.range(0f, 2f * maxSpeedX); } else if (xDir < 0f) { xSpeed = Nez.Random.range(-maxSpeedX, 0f); } if (yDir > 0f) { ySpeed = Nez.Random.range(0f, maxYSpeed); } else if (yDir < 0f) { ySpeed = Nez.Random.range(-maxYSpeed, 0f); } //sprite int spriteNum = Nez.Random.range(144, 149); var sprite = new Sprite(subtextures[spriteNum]); sprite.renderLayer = (int)Constants.RenderLayers.Decorative; //sprite.color = new Color(90, 83, 83); addComponent(sprite); //move collide box var box = new BoxCollider(4, 4); box.name = Constants.Strings.MoveCollider; addComponent(box); //tiled mover var tiledMover = new TiledMapMover(collisionLayer); addComponent(tiledMover); //debris controller var controller = new DebrisController(); controller.SetInitialy(new Vector2(xSpeed, ySpeed)); addComponent(controller); this.position = position; }
/// <summary> /// /// </summary> public override void onAddedToScene() { base.onAddedToScene(); //Add a static sprite to the enemy for standing Subtexture tex = new Subtexture(this.scene.content.Load <Texture2D>("Sprites/DefaultSmallEnemy")); enemySprite.setRenderLayer(-9); enemySprite.setSubtexture(tex); addComponent(enemySprite); //Add the physics collider BoxCollider mainCollider = new BoxCollider(-tex.sourceRect.Width / 2, -tex.sourceRect.Height / 2, tex.sourceRect.Width, tex.sourceRect.Height); addCollider(mainCollider); //Attack area //This is the box around the enemy that if a player is in it then they will actively attack the player int xMult = 15; int yMult = 7; BoxCollider attackCollider = new BoxCollider((-tex.sourceRect.Width * xMult) / 2, (-tex.sourceRect.Height * yMult) / 2, tex.sourceRect.Width * xMult, tex.sourceRect.Height * yMult); addCollider(attackCollider); Vector2 updatedPos = new Vector2(transform.position.X, transform.position.Y - mainCollider.height / 2); transform.setPosition(updatedPos); //Create and add the mover mapMover = new TiledMapMover(map.getLayer <TiledTileLayer>("CollidableLayer1")); //Add the first collision layer for (int i = 1; i < numCollisionLayers; i++) { int num = i + 1; string layerName = "CollidableLayer" + num.ToString(); mapMover.addCollisionLayer(map.getLayer <TiledTileLayer>(layerName)); } addComponent(mapMover); //Add enemy controller enemyController = new GroundEnemyController(mapMover, mainCollider, attackCollider); addComponent(enemyController); }
public override void onAddedToEntity() { mover = entity.getComponent <TiledMapMover>(); animationManager = entity.getComponent <AnimationManager>(); sprite = animationManager.sprite; weaponSprite = entity.getComponents <Sprite>().First((s) => s.name == Strings.Weapon); var boxes = entity.getComponents <BoxCollider>(); moveBox = boxes.FirstOrDefault(c => c.name == Constants.Strings.MoveCollider); hurtBox = boxes.FirstOrDefault(c => c.name == Constants.Strings.HitCollider); //velocity = Vector2.Zero; maxSpeedVec = new Vector2(moveSpeed * 2f, moveSpeed * 3f); triggerHelper = new ColliderTriggerHelper(entity); animationManager.Play(Animations.PlayerIdle); var gs = (GameScene)entity.scene; jumpSound = gs.JumpSound; shootSound = gs.ShootSound; }
public override void initialize() { base.initialize(); createWithDefaultRenderer(Color.CornflowerBlue); setDesignResolution(1280, 720, SceneResolutionPolicy.ShowAllPixelPerfect); clearColor = Color.Black; //load up our TiledMap var tiledMap = content.Load <TiledMap>(Paths.Misc.tiledMap); var objectLayer = tiledMap.getObjectGroup("objects"); var spawnObject = objectLayer.objectWithName("spawn"); var tiledEntity = createEntity("tiled-map-entity"); var topLeft = new Vector2(tiledMap.tileWidth - Constants.tilePaddingSize, tiledMap.tileWidth + Constants.tilePaddingSize); var bottomRight = new Vector2(tiledMap.tileWidth * (tiledMap.width - 1) + Constants.tilePaddingSize, tiledMap.tileWidth * (tiledMap.height - 1) + Constants.tilePaddingSize); tiledEntity.addComponent(new CameraBounds(topLeft, bottomRight)); var tiledMapComponent = tiledEntity.addComponent(new TiledMapComponent(tiledMap, "collision")); var tiledMapMover = new TiledMapMover(tiledMapComponent.collisionLayer, false); Flags.setFlagExclusive(ref tiledMapComponent.physicsLayer, 0); var bomber = addEntity(new Bomber()); bomber.addComponent(tiledMapMover); var cucumber = addEntity(new Cucumber()); cucumber.addComponent(tiledMapMover); bomber.position = new Vector2(spawnObject.x, spawnObject.y); cucumber.position = new Vector2(spawnObject.x + 50, spawnObject.y + 50); camera.entity.addComponent(new FollowCamera(bomber)); //add follow camera for player addPostProcessor(new VignettePostProcessor(1)); }
public override void onAddedToEntity() { base.onAddedToEntity(); //switch to a buterfly animation when get one. //var texture = entity.scene.content.Load<Texture2D>(Content.Textures.butterfly1); var texture = entity.scene.content.Load <Texture2D>(Content.Textures.caveman); _boxCollider = entity.getComponent <BoxCollider>(); _mover = entity.getComponent <TiledMapMover>(); var subtextures = Subtexture.subtexturesFromAtlas(texture, 32, 32); _animation = entity.addComponent(new Sprite <Animations>(subtextures[0])); //extract the animations from the atlas they are setup in rows with 8 columns _animation.addAnimation(Animations.Walk, new SpriteAnimation(new List <Subtexture>() { subtextures[0], subtextures[1], subtextures[2], subtextures[3], subtextures[4], subtextures[5] } )); _animation.addAnimation(Animations.Run, new SpriteAnimation(new List <Subtexture>() { subtextures[8 + 0], subtextures[8 + 1], subtextures[8 + 2], subtextures[8 + 3], subtextures[8 + 4], subtextures[8 + 5], subtextures[8 + 6] })); _animation.addAnimation(Animations.Idle, new SpriteAnimation(new List <Subtexture>() { subtextures[16] })); _animation.addAnimation(Animations.Attack, new SpriteAnimation(new List <Subtexture>() { subtextures[24 + 0], subtextures[24 + 1], subtextures[24 + 2], subtextures[24 + 3] })); _animation.addAnimation(Animations.Death, new SpriteAnimation(new List <Subtexture>() { subtextures[40 + 0], subtextures[40 + 1], subtextures[40 + 2], subtextures[40 + 3] })); _animation.addAnimation(Animations.Falling, new SpriteAnimation(new List <Subtexture>() { subtextures[48] })); _animation.addAnimation(Animations.Hurt, new SpriteAnimation(new List <Subtexture>() { subtextures[64], subtextures[64 + 1] })); _animation.addAnimation(Animations.Jumping, new SpriteAnimation(new List <Subtexture>() { subtextures[72 + 0], subtextures[72 + 1], subtextures[72 + 2], subtextures[72 + 3] })); setupInput(); }
public override void OnAddedToEntity() { var texture = Entity.Scene.Content.LoadTexture("Content/Tilesets/caveman.png"); var sprites = Sprite.SpritesFromAtlas(texture, 32, 32); _camera = Entity.Scene.Camera; _boxCollider = Entity.GetComponent <BoxCollider>(); _mover = Entity.GetComponent <TiledMapMover>(); _animator = Entity.AddComponent(new SpriteAnimator(sprites[0])); // extract the animations from the atlas. they are setup in rows with 8 columns _animator.AddAnimation("Walk", new[] { sprites[0], sprites[1], sprites[2], sprites[3], sprites[4], sprites[5] }); _animator.AddAnimation("Run", new[] { sprites[8 + 0], sprites[8 + 1], sprites[8 + 2], sprites[8 + 3], sprites[8 + 4], sprites[8 + 5], sprites[8 + 6] }); _animator.AddAnimation("Idle", new[] { sprites[16] }); _animator.AddAnimation("Attack", new[] { sprites[24 + 0], sprites[24 + 1], sprites[24 + 2], sprites[24 + 3] }); _animator.AddAnimation("Death", new[] { sprites[40 + 0], sprites[40 + 1], sprites[40 + 2], sprites[40 + 3] }); _animator.AddAnimation("Falling", new[] { sprites[48] }); _animator.AddAnimation("Hurt", new[] { sprites[64], sprites[64 + 1] }); _animator.AddAnimation("Jumping", new[] { sprites[72 + 0], sprites[72 + 1], sprites[72 + 2], sprites[72 + 3] }); SetupInput(); }
/// <summary> /// /// </summary> public GroundEnemyController(TiledMapMover mover, BoxCollider physicsCollider, BoxCollider attackCollider) { this.enemyMover = mover; this.enemyCollider = physicsCollider; this.enemyAttCollider = attackCollider; }
public override void onAddedToEntity() { _mover = this.getComponent <TiledMapMover>(); _boxCollider = entity.getComponent <BoxCollider>(); }
public override void onAddedToEntity() { mover = this.getComponent <TiledMapMover>(); box = this.getComponent <BoxCollider>(); sprite = this.getComponent <Sprite <Animations.Main> >(); }
public void setMover(TiledMapMover mover) { _mover = mover; }
/// <summary> /// /// </summary> public override void onAddedToEntity() { base.onAddedToEntity(); _mover = entity.getComponent <TiledMapMover>(); _collider = entity.getCollider <BoxCollider>(); }
/// <summary> /// Does all the stuff needed when essentially spawning in /// </summary> public override void onAddedToScene() { base.onAddedToScene(); state = States.dropped; MasterScene mScene = this.scene as MasterScene; swordSprite.setRenderLayer(-9); addComponent(swordSprite); Rectangle sourceRectangle; Texture2D cropTexture; Color[] data; #region Set Idle Animation //Set idle animation sprite from spritesheet Texture2D spriteSheet = this.scene.content.Load <Texture2D>("Sprites/DefaultSwordSpinningSpriteSheet"); int subSpriteWidth = 11; int subSpriteHeight = 24; //Goes through 4 times because there are 4 walking animation frames //Gets the sub sprite images out of the spritesheet for (int i = 0; i < 4; i++) { sourceRectangle = new Rectangle((i * subSpriteWidth), 0, subSpriteWidth, subSpriteHeight); cropTexture = new Texture2D(graphics, sourceRectangle.Width, sourceRectangle.Height); data = new Color[sourceRectangle.Width * sourceRectangle.Height]; spriteSheet.GetData(0, sourceRectangle, data, 0, data.Length); cropTexture.SetData(data); idleAnimation.addFrame(new Subtexture(cropTexture)); } swordSprite.addAnimation(Animations.idle, idleAnimation); #endregion //Then play the idle animation because it just spawned in swordSprite.play(Animations.idle); Texture2D swingSpriteSheet = this.scene.content.Load <Texture2D>("Sprites/DefaultSwordSpriteSheet"); subSpriteWidth = 22; subSpriteHeight = 24; #region Set Held Animation //Add the sprite animation for the sword being held sourceRectangle = new Rectangle(0, 0, subSpriteWidth, subSpriteHeight); cropTexture = new Texture2D(graphics, sourceRectangle.Width, sourceRectangle.Height); data = new Color[sourceRectangle.Width * sourceRectangle.Height]; swingSpriteSheet.GetData(0, sourceRectangle, data, 0, data.Length); cropTexture.SetData(data); //Subtexture heldSprite = new Subtexture(this.scene.content.Load<Texture2D>("Sprites/DefaultSword")); swordSprite.addAnimation(Animations.held, new SpriteAnimation().addFrame(new Subtexture(cropTexture))); #endregion #region Set Swing animation //Add the swinging animation //Goes through 4 times because there are 4 walking animation frames //Gets the sub sprite images out of the spritesheet for the swinging for (int i = 0; i < 4; i++) { sourceRectangle = new Rectangle((i * subSpriteWidth), 0, subSpriteWidth, subSpriteHeight); cropTexture = new Texture2D(graphics, sourceRectangle.Width, sourceRectangle.Height); data = new Color[sourceRectangle.Width * sourceRectangle.Height]; swingSpriteSheet.GetData(0, sourceRectangle, data, 0, data.Length); cropTexture.SetData(data); swingAnimation.addFrame(new Subtexture(cropTexture)); } swingAnimation.setLoop(false); swingAnimation.setFps(20); swordSprite.addAnimation(Animations.swing, swingAnimation); #endregion #region Add the controller so the object can move with physics //Add the controller and mover and add collision layers to the mover TiledMapMover mapMover = new TiledMapMover(mScene.tileMap.getLayer <TiledTileLayer>("CollidableLayer1")); //Add the first collision layer for (int i = 1; i < mScene.numOfCollisionLayers; i++) { int num = i + 1; string layerName = "CollidableLayer" + num.ToString(); mapMover.addCollisionLayer(mScene.tileMap.getLayer <TiledTileLayer>(layerName)); } addComponent(mapMover); //Add controller controller = new ObjectMapController(1500); addComponent(controller); #endregion addCollider(new BoxCollider(-swordSprite.width / 2, -swordSprite.height / 2, swordSprite.width, swordSprite.height)); //Do little bounce when spawning in controller.bounce(20); spawnTime = 25; }
public override void OnAddedToEntity() { #region Load up texture atlas... //Load up character texture atlas var idleTexture = Entity.Scene.Content.Load <Texture2D>(Content.Textures.HeroIdle); var runTexture = Entity.Scene.Content.Load <Texture2D>(Content.Textures.HeroRun); var attackTexture = Entity.Scene.Content.Load <Texture2D>(Content.Textures.HeroAttack); var jumpTexture = Entity.Scene.Content.Load <Texture2D>(Content.Textures.HeroJump); var fallTexture = Entity.Scene.Content.Load <Texture2D>(Content.Textures.HeroFall); var idleSprite = Sprite.SpritesFromAtlas(idleTexture, 50, 37); var runSprite = Sprite.SpritesFromAtlas(runTexture, 50, 37); var attackSprite = Sprite.SpritesFromAtlas(attackTexture, 50, 37); var jumpSprite = Sprite.SpritesFromAtlas(jumpTexture, 50, 37); var fallSprite = Sprite.SpritesFromAtlas(fallTexture, 50, 37); #endregion Load up texture atlas... #region add componentents... //Movement component var map = Entity.Scene as SandBoxScene; Mover = Entity.AddComponent(new TiledMapMover(map.TiledMap.GetLayer <TmxLayer>("main"))); //animator component Animator = Entity.AddComponent <SpriteAnimator>(); //Set up collider Collider = Entity.AddComponent <BoxCollider>(); Collider.Width = 16; Collider.Height = 30; Collider.SetLocalOffset(new Vector2(0, 3)); Flags.SetFlagExclusive(ref Collider.CollidesWithLayers, 1); Flags.SetFlagExclusive(ref Collider.PhysicsLayer, 1); //CollisionListener CollisionListener = Entity.AddComponent <CollisionListener>(); //SetType Type = Entity.AddComponent <TypeComponent>(); Type.SetType(EntityType.PLAYER); //Set up StateMachine StateMachine = Entity.AddComponent(new StateMachine()); StateMachine.AddState(STATES.PLAYER_FREE, new PlayerPlatformerStateFree(this)); StateMachine.AddState(STATES.PLAYER_ATTACK, new PlayerStateAttack(this)); StateMachine.CurrentState = STATES.PLAYER_FREE; //Set up Camera var camera = new FollowCamera(Entity); camera.MapLockEnabled = true; Entity.AddComponent(camera); var renderer = new DefaultRenderer(camera: camera.Camera); Entity.Scene.AddRenderer(renderer); //camera.Camera.Position = Entity.Transform.Position; camera.MapSize = new Vector2(1280, 0); camera.FollowLerp = .3f; #endregion add componentents... #region Animations... Animator.AddAnimation("IdleSheathed", 3.5f, new[] { idleSprite[0], idleSprite[1], idleSprite[2], idleSprite[3] }); Animator.AddAnimation("IdleUnSheathed", 3.5f, new[] { idleSprite[4], idleSprite[5], idleSprite[6], idleSprite[7] }); Animator.AddAnimation("RunSheathed", 7.5f, new[] { runSprite[0], runSprite[1], runSprite[2], runSprite[3], runSprite[4], runSprite[5] }); Animator.AddAnimation("RunUnSheathed", 7.5f, new[] { runSprite[6], runSprite[7], runSprite[8], runSprite[9], runSprite[10], runSprite[11] }); Animator.AddAnimation("Attack0", 12, new[] { attackSprite[0], attackSprite[1], attackSprite[2], attackSprite[3], attackSprite[4], attackSprite[5], }); Animator.AddAnimation("Attack1", 12, new[] { attackSprite[6], attackSprite[7], attackSprite[8], attackSprite[9], attackSprite[10] }); Animator.AddAnimation("Attack2", 12, new[] { attackSprite[11], attackSprite[12], attackSprite[13], attackSprite[14], attackSprite[15], attackSprite[16] }); Animator.AddAnimation("Jump", 15, new[] { //jumpSprite[0], //jumpSprite[1], jumpSprite[2], jumpSprite[3] }); Animator.AddAnimation("Fall", 8, new[] { fallSprite[0], fallSprite[1] }); #endregion Animations... //Set up Input SetupInput(); base.OnAddedToEntity(); }