Example #1
0
 public void Aaction()
 {
     action = Action.attack;
        if (direction == Direction.right)
        {
        ActualAnimation = getAnimation("rightsword");
        }
        if (direction == Direction.up)
        {
        ActualAnimation = getAnimation("upsword");
        }
        if (direction == Direction.left)
        {
        ActualAnimation = getAnimation("leftsword");
        }
        if (direction == Direction.down)
        {
        ActualAnimation = getAnimation("downsword");
        }
 }
Example #2
0
 // }
 private void getCurrentAnim()
 {
     if (direction == Direction.down)
         ActualAnimation = getAnimation("stilldown");
     if (direction == Direction.up)
         ActualAnimation = getAnimation("stillup");
     if (direction == Direction.left)
         ActualAnimation = getAnimation("stillleft");
     if (direction == Direction.right)
         ActualAnimation = getAnimation("stillright");
 }
Example #3
0
 public void MoveUp(WorldScreen screen)
 {
     action = Action.walk;
     direction = Direction.up;
     ActualAnimation = getAnimation("runup");
     if (!MoveCollision(new Vector2(position.X, position.Y - speed), screen))
     {
             position.Y -= speed;
     }
 }
Example #4
0
 public void MoveRight(WorldScreen screen)
 {
     action = Action.walk;
     direction = Direction.right;
     ActualAnimation = getAnimation("runright");
     if (!MoveCollision(new Vector2(position.X + speed, position.Y), screen))
     {
             position.X += speed;
     }
 }
Example #5
0
 public void MoveLeft(WorldScreen screen)
 {
     action = Action.walk;
     direction = Direction.left;
     ActualAnimation = getAnimation("runleft");
     if (!MoveCollision(new Vector2(position.X - speed, position.Y), screen))
     {
             position.X -= speed;
     }
 }
Example #6
0
 public void MoveDown(WorldScreen screen)
 {
     action = Action.walk;
     direction = Direction.down;
     ActualAnimation = getAnimation("rundown");
     if (!MoveCollision(new Vector2(position.X,position.Y+speed),screen ))
     {
             position.Y += speed;
     }
 }
Example #7
0
        public void LoadContent()
        {
            texture = ScreenManager.Instance.Content.Load<Texture2D>("player");
            collisiontex = ScreenManager.Instance.Content.Load<Texture2D>("tileset/kind");
            var anim1d = new Rectangle(0, 0, 15, 16);
            var anim2d = new Rectangle(0, 30, 15, 16);
            var rundownRectangles = new List<Rectangle>();
            rundownRectangles.Add(anim1d);
            rundownRectangles.Add(anim2d);
            var rundown = new SpriteManager("rundown", texture, 200f, rundownRectangles);

            var anim1l = new Rectangle(30, 0, 15, 16);
            var anim2l = new Rectangle(30, 30, 15, 16);
            var runleftRectangles = new List<Rectangle>();
            runleftRectangles.Add(anim1l);
            runleftRectangles.Add(anim2l);
            var runleft = new SpriteManager("runleft", texture, 200f, runleftRectangles);

            var anim1u = new Rectangle(60, 0, 15, 16);
            var anim2u = new Rectangle(60, 30, 15, 16);
            var runupRectangles = new List<Rectangle>();
            runupRectangles.Add(anim1u);
            runupRectangles.Add(anim2u);
            var runup = new SpriteManager("runup", texture, 200f, runupRectangles);

            var anim1r = new Rectangle(90, 0, 15, 16);
            var anim2r = new Rectangle(90, 30, 15, 16);
            var runriRectangles = new List<Rectangle>();
            runriRectangles.Add(anim1r);
            runriRectangles.Add(anim2r);
            var runright = new SpriteManager("runright", texture, 200f, runriRectangles);

            var dRectangles = new List<Rectangle>();
            dRectangles.Add(new Rectangle(0, 0, 15, 16));
            var stilldown = new SpriteManager("stilldown", texture, 200f, dRectangles);
            var lRectangles = new List<Rectangle>();
            lRectangles.Add(new Rectangle(30, 0, 15, 16));
            var stillleft = new SpriteManager("stillleft", texture, 200f, lRectangles);

            var uRectangles = new List<Rectangle>();
            uRectangles.Add(new Rectangle(60, 0, 15, 16));
            var stillup = new SpriteManager("stillup", texture, 200f, uRectangles);

            var rRectangles = new List<Rectangle>();
            rRectangles.Add(new Rectangle(90, 0, 15, 16));
            var stillright = new SpriteManager("stillright", texture, 200f, rRectangles);
            Animations = new List<SpriteManager>();

            var sworddownrec = new List<Rectangle>();
            sworddownrec.Add(new Rectangle(0, 60, 15, 16));
            sworddownrec.Add(new Rectangle(0, 84, 16, 27));
            var downsword = new SpriteManager("downsword", texture, 150f, sworddownrec);

            var swordleftnrec = new List<bigsprite>();
            swordleftnrec.Add(new bigsprite(new Rectangle(30,60,16,15),new Vector2(0,0)));
            swordleftnrec.Add(new bigsprite(new Rectangle(24, 90, 27, 15),new Vector2(-11,0)));
               var leftsword = new SpriteManager("leftsword",texture,150f,swordleftnrec);

            var sworduprec = new List<bigsprite>();
            sworduprec.Add(new bigsprite(new Rectangle(60,60,16,16),new Vector2(0,0)));
            sworduprec.Add(new bigsprite(new Rectangle(60, 84, 16, 28),new Vector2(0,-11)));
            var upsword = new SpriteManager("upsword", texture, 150f, sworduprec);

            var swordrightrec = new List<Rectangle>();
            swordrightrec.Add(new Rectangle(90, 60, 15, 16));
            swordrightrec.Add(new Rectangle(84,90,27,15));
            var rightsword = new SpriteManager("rightsword", texture, 150f, swordrightrec);
            Animations.Add(rightsword);
            Animations.Add(upsword);
            Animations.Add(downsword);
              Animations.Add(leftsword);

            Animations.Add(rundown);
            Animations.Add(runleft);
            Animations.Add(runup);
            Animations.Add(runright);
            Animations.Add(stilldown);
            Animations.Add(stillleft);
            Animations.Add(stillup);
            Animations.Add(stillright);
            ActualAnimation = getAnimation("stilldown");
        }