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"); }
/* * 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; }