Example #1
0
        private void LoadSprite(IServiceProvider serviceProvider, ContentManager content, string textureSet)
        {
            // Right
            // Stand
            RStand = LoadSpriteFile(content, textureSet, "Right", "RStand");
            RStand_LStand = LoadSpriteFile(content, textureSet, "Right", "RStand_LStand");
            RStand_RStance = LoadSpriteFile(content, textureSet, "Right", "RStand_RStance");
            RStand_RRStep = LoadSpriteFile(content, textureSet, "Right", "RStand_RRStep");
            RStand_RLStep = LoadSpriteFile(content, textureSet, "Right", "RStand_RLStep");
            // Stance
            RStance = LoadSpriteFile(content, textureSet, "Right", "RStance");
            RStance_LStance = LoadSpriteFile(content, textureSet, "Right", "RStance_LStance");
            RStance_RStand = LoadSpriteFile(content, textureSet, "Right", "RStance_RStand");
            RStance_RRRun = LoadSpriteFile(content, textureSet, "Right", "RStance_RRRun");
            RStance_RLRun = LoadSpriteFile(content, textureSet, "Right", "RStance_RLRun");
            // Walk
            RRStep_RStand = LoadSpriteFile(content, textureSet, "Right", "RRStep_RStand");
            RLStep_RStand = LoadSpriteFile(content, textureSet, "Right", "RLStep_RStand");
            RRStep_RLStep = LoadSpriteFile(content, textureSet, "Right", "RRStep_RLStep");
            RLStep_RRStep = LoadSpriteFile(content, textureSet, "Right", "RLStep_RRStep");
            RRStep_RLRun = LoadSpriteFile(content, textureSet, "Right", "RRStep_RLRun");
            RLStep_RRRun = LoadSpriteFile(content, textureSet, "Right", "RLStep_RRRun");
            // Run
            RRRun_RStance = LoadSpriteFile(content, textureSet, "Right", "RRRun_RStance");
            RLRun_RStance = LoadSpriteFile(content, textureSet, "Right", "RLRun_RStance");
            RRRun_RLRun = LoadSpriteFile(content, textureSet, "Right", "RRRun_RLRun");
            RLRun_RRRun = LoadSpriteFile(content, textureSet, "Right", "RLRun_RRRun");
            RRRun_RLStep = LoadSpriteFile(content, textureSet, "Right", "RLRun_RRRun");
            RLRun_RRStep = LoadSpriteFile(content, textureSet, "Right", "RLRun_RRStep");

            // Left
            // Stand
            LStand = LoadSpriteFile(content, textureSet, "Left", "LStand");
            LStand_RStand = LoadSpriteFile(content, textureSet, "Left", "LStand_RStand");
            LStand_LStance = LoadSpriteFile(content, textureSet, "Left", "LStand_LStance");
            LStand_LRStep = LoadSpriteFile(content, textureSet, "Left", "LStand_LRStep");
            LStand_LLStep = LoadSpriteFile(content, textureSet, "Left", "LStand_LLStep");
            // Stance
            LStance = LoadSpriteFile(content, textureSet, "Left", "LStance");
            LStance_RStance = LoadSpriteFile(content, textureSet, "Left", "LStance_RStance");
            LStance_LStand = LoadSpriteFile(content, textureSet, "Left", "LStance_LStand");
            LStance_LRRun = LoadSpriteFile(content, textureSet, "Left", "LStance_LRRun");
            LStance_LLRun = LoadSpriteFile(content, textureSet, "Left", "LStance_LLRun");
            // Walk
            LRStep_LStand = LoadSpriteFile(content, textureSet, "Left", "LRStep_LStand");
            LLStep_LStand = LoadSpriteFile(content, textureSet, "Left", "LLStep_LStand");
            LRStep_LLStep = LoadSpriteFile(content, textureSet, "Left", "LRStep_LLStep");
            LLStep_LRStep = LoadSpriteFile(content, textureSet, "Left", "LLStep_LRStep");
            LRStep_LLRun = LoadSpriteFile(content, textureSet, "Left", "LRStep_LLRun");
            LLStep_LRRun = LoadSpriteFile(content, textureSet, "Left", "LLStep_LRRun");
            // Run
            LRRun_LStance = LoadSpriteFile(content, textureSet, "Left", "LRRun_LStance");
            LLRun_LStance = LoadSpriteFile(content, textureSet, "Left", "LLRun_LStance");
            LRRun_LLRun = LoadSpriteFile(content, textureSet, "Left", "LRRun_LLRun");
            LLRun_LRRun = LoadSpriteFile(content, textureSet, "Left", "LLRun_LRRun");
            LRRun_LLStep = LoadSpriteFile(content, textureSet, "Left", "LRRun_LLStep");
            LLRun_LRStep = LoadSpriteFile(content, textureSet, "Left", "LLRun_LRStep");
        }
Example #2
0
        /*
         * Working Here Onwards on a better Movement Class
         * -
         * Note:
         * An idea is to check every new frame and then use that as a base to move from
         * */
        private void FrameBasedMovement(GameTime gameTime)
        {
            if (sprite.FrameIndex != prevFrame || sprite.Animation != prevAni)
            {
                // stand to step
                test_Movement(gameTime, RStand_RRStep, LStand_LLStep, 0, 2, new Vector2(0, -190));
                test_Movement(gameTime, RStand_RLStep, LStand_LRStep, 0, 10, new Vector2(0, -190));

                // step
                test_Movement(gameTime, RRStep_RLStep, LLStep_LRStep, 0, 18, new Vector2(0, -190));
                test_Movement(gameTime, RLStep_RRStep, LRStep_LLStep, 0, 18, new Vector2(0, -190));
                test_Movement(gameTime, RRStep_RLStep, LLStep_LRStep, 1, 18, new Vector2(0, -190));
                test_Movement(gameTime, RLStep_RRStep, LRStep_LLStep, 1, 18, new Vector2(0, -190));
                test_Movement(gameTime, RRStep_RLStep, LLStep_LRStep, 2, 18, new Vector2(0, -190));
                test_Movement(gameTime, RLStep_RRStep, LRStep_LLStep, 2, 18, new Vector2(0, -190));

                // step to stand
                test_Movement(gameTime, RRStep_RStand, LLStep_LStand, 0, 6, new Vector2(0, -190));
                test_Movement(gameTime, RLStep_RStand, LRStep_LStand, 0, 6, new Vector2(0, -190));
                test_Movement(gameTime, RRStep_RStand, LLStep_LStand, 1, 6, new Vector2(0, -190));
                test_Movement(gameTime, RLStep_RStand, LRStep_LStand, 1, 6, new Vector2(0, -190));

                // stance to run
                test_Movement(gameTime, RStance_RRRun, LStance_LLRun, 0, 19, new Vector2(0, -190));
                test_Movement(gameTime, RStance_RLRun, LStance_LRRun, 0, 19, new Vector2(0, -190));
                test_Movement(gameTime, RStance_RRRun, LStance_LLRun, 1, 19, new Vector2(0, -190));
                test_Movement(gameTime, RStance_RLRun, LStance_LRRun, 1, 19, new Vector2(0, -190));

                // run
                test_Movement(gameTime, RRRun_RLRun, LLRun_LRRun, 0, 50, new Vector2(0, -190));
                test_Movement(gameTime, RLRun_RRRun, LRRun_LLRun, 0, 50, new Vector2(0, -190));
                test_Movement(gameTime, RRRun_RLRun, LLRun_LRRun, 1, 50, new Vector2(0, -190));
                test_Movement(gameTime, RLRun_RRRun, LRRun_LLRun, 1, 50, new Vector2(0, -190));
                test_Movement(gameTime, RRRun_RLRun, LLRun_LRRun, 2, 50, new Vector2(0, -190));
                test_Movement(gameTime, RLRun_RRRun, LRRun_LLRun, 2, 50, new Vector2(0, -190));

                // run to stance
                test_Movement(gameTime, RRRun_RStance, LLRun_LStance, 0, 14, new Vector2(0, -190));
                test_Movement(gameTime, RLRun_RStance, LRRun_LStance, 0, 14, new Vector2(0, -190));
                test_Movement(gameTime, RRRun_RStance, LLRun_LStance, 1, 14, new Vector2(0, -190));
                test_Movement(gameTime, RLRun_RStance, LRRun_LStance, 1, 14, new Vector2(0, -190));

                // step to run
                test_Movement(gameTime, RRStep_RLRun, LLStep_LRRun, 0, 12, new Vector2(0, -190));
                test_Movement(gameTime, RLStep_RRRun, LRStep_LLRun, 0, 12, new Vector2(0, -190));
                test_Movement(gameTime, RRStep_RLRun, LLStep_LRRun, 1, 12, new Vector2(0, -190));
                test_Movement(gameTime, RLStep_RRRun, LRStep_LLRun, 1, 12, new Vector2(0, -190));
                test_Movement(gameTime, RRStep_RLRun, LLStep_LRRun, 2, 12, new Vector2(0, -190));
                test_Movement(gameTime, RLStep_RRRun, LRStep_LLRun, 2, 12, new Vector2(0, -190));

                // run to step
                test_Movement(gameTime, RRRun_RLStep, LLRun_LRStep, 0, 10, new Vector2(0, -190));
                test_Movement(gameTime, RLRun_RRStep, LRRun_LLStep, 0, 10, new Vector2(0, -190));
                test_Movement(gameTime, RRRun_RLStep, LLRun_LRStep, 1, 10, new Vector2(0, -190));
                test_Movement(gameTime, RLRun_RRStep, LRRun_LLStep, 1, 10, new Vector2(0, -190));
                test_Movement(gameTime, RRRun_RLStep, LLRun_LRStep, 2, 10, new Vector2(0, -190));
                test_Movement(gameTime, RLRun_RRStep, LRRun_LLStep, 2, 10, new Vector2(0, -190));
            }
            prevFrame = sprite.FrameIndex;
            prevAni = sprite.Animation;
        }