Example #1
0
        /// <summary>
        /// Loads the animations.
        /// </summary>
        private void LoadAnimations()
        {
            DXTiledTexture tiledTextureRedBroke    = new DXTiledTexture(Properties.Resources.redbroke, 5, 4);
            DXTiledTexture tiledTextureBlueBroke   = new DXTiledTexture(Properties.Resources.bluebroke, 5, 4);
            DXTiledTexture tiledTextureGreenBroke  = new DXTiledTexture(Properties.Resources.greenbroke, 5, 4);
            DXTiledTexture tiledTextureYellowBroke = new DXTiledTexture(Properties.Resources.yellowbroke, 5, 4);
            DXTiledTexture tiledTexturePurpleBroke = new DXTiledTexture(Properties.Resources.purplebroke, 5, 4);
            DXTiledTexture tiledTextureCyanBroke   = new DXTiledTexture(Properties.Resources.cyanbroke, 5, 4);
            DXTiledTexture tiledTextureWhiteBroke  = new DXTiledTexture(Properties.Resources.whitebroke, 5, 4);

            breakingAnimations    = new DXAnimation[7];
            breakingAnimations[0] = new DXAnimation(0f, 0f, tiledTextureRedBroke);
            breakingAnimations[1] = new DXAnimation(0f, 0f, tiledTextureBlueBroke);
            breakingAnimations[2] = new DXAnimation(0f, 0f, tiledTextureGreenBroke);
            breakingAnimations[3] = new DXAnimation(0f, 0f, tiledTextureYellowBroke);
            breakingAnimations[4] = new DXAnimation(0f, 0f, tiledTexturePurpleBroke);
            breakingAnimations[5] = new DXAnimation(0f, 0f, tiledTextureCyanBroke);
            breakingAnimations[6] = new DXAnimation(0f, 0f, tiledTextureWhiteBroke);

            int i = 0;

            while (i < 7)
            {
                breakingAnimations[i].AnimationTurned += breakingAnimation_AnimationTurned;
                i++;
            }

            animations = new List <DXAnimation>();
        }
Example #2
0
 public DXAnimation(float _posX, float _posY, DXTiledTexture _tiledTexture)
 {
     posX = _posX; posY = _posY;
     animationRectangle = new RectangleF(_posX, _posY, _tiledTexture.TileWidth, _tiledTexture.TileHeight);
     tiledTexture       = _tiledTexture;
     Over = false; currentTile = 0; Visible = false;
 }