PlayAnimation() public method

Begins or continues playback of an animation.
public PlayAnimation ( Animation animation ) : void
animation Animation
return void
Example #1
0
 /// <summary>
 /// Resets the player to life.
 /// </summary>
 /// <param name="position">The position to come to life at.</param>
 public void Reset(Vector2 position)
 {
     Position = position;
     Velocity = Vector2.Zero;
     isAlive  = true;
     sprite.PlayAnimation(idleAnimation);
     player_move_type = enum_move_type.move_type_idle;
 }
Example #2
0
 /// <summary>
 /// Resets the player to life.
 /// </summary>
 /// <param name="position">The position to come to life at.</param>
 public void Reset(Vector2 position)
 {
     possession = PossessionStatus.None;
     Position   = position;
     Velocity   = Vector2.Zero;
     isAlive    = true;
     sprite.PlayAnimation(idleAnimation);
 }
Example #3
0
        /// <summary>
        /// Resets the player to life.
        /// </summary>
        /// <param name="position">The position to come to life at.</param>
        public void Reset(Vector2 position)
        {
            Position = position;
            Velocity = Vector2.Zero;
            isAlive  = true;
            sprite.PlayAnimation(idleAnimation);

            px        = (int)position.X;
            py        = (int)position.Y;
            vx        = 0;
            vy        = 0;
            movement2 = 0;
        }
Example #4
0
        /// <summary>
        /// Loads a particular enemy sprite sheet and sounds.
        /// </summary>
        public void LoadContent(string spriteSet)
        {
            // Load animations.
            spriteSet     = "Sprites/" + spriteSet + "/";
            runAnimation  = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Run"), 0.1f, true);
            idleAnimation = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Idle"), 0.15f, true);
            sprite.PlayAnimation(idleAnimation);

            // Calculate bounds within texture size.
            int width  = (int)(idleAnimation.FrameWidth * 0.35);
            int left   = (idleAnimation.FrameWidth - width) / 2;
            int height = (int)(idleAnimation.FrameWidth * 0.7);
            int top    = idleAnimation.FrameHeight - height;

            localBounds = new Rectangle(left, top, width, height);
        }
        public void LoadContent()
        {
            int rand = PlatformerGame.RandomBetween(0, 100);

            if (rand >= 0 && rand <= 25)
            {
                idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/donut"), 0.1f, false);
            }
            else if (rand > 25 && rand <= 50)
            {
                idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/duff"), 0.1f, false, 71);
            }
            else if (rand > 50 && rand <= 75)
            {
                idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/chunli"), 0.1f, false, 40);
            }
            else if (rand > 75)
            {
                idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/winning"), 0.1f, false, 200);
            }
            sprite.PlayAnimation(idleAnimation);

            // Calculate bounds within texture size.
            int width  = (int)(idleAnimation.FrameWidth * 1.5);
            int left   = (idleAnimation.FrameWidth - width) / 2;
            int height = (int)(idleAnimation.FrameWidth * 0.7);
            int top    = idleAnimation.FrameHeight - height;

            localBounds = new Rectangle(left, top, width, height);
        }
Example #6
0
 public override void Update(GameTime gameTime)
 {
     if (IsRecoiling && recoilTicks == TimeSpan.MinValue)
     {
         recoilTicks = gameTime.TotalGameTime + new TimeSpan(0, 0, 0, 0, 250);
     }
     else if (IsRecoiling && recoilTicks >= gameTime.TotalGameTime)
     {
         if (gameTime.TotalGameTime - recoilTicks < new TimeSpan(0, 0, 0, 0, 83) && recoilCount == 0)
         {
             recoilCount++;
             MapLocation += recoilVector;
         }
         else if (gameTime.TotalGameTime - recoilTicks < new TimeSpan(0, 0, 0, 0, 166) && recoilCount == 1)
         {
             recoilCount++;
             MapLocation += recoilVector;
         }
     }
     else if (IsRecoiling && recoilTicks < gameTime.TotalGameTime)
     {
         IsRecoiling = false;
         recoilTicks = TimeSpan.MinValue;
     }
     sprite.PlayAnimation(idleAnimation, false);
 }
Example #7
0
        /// <summary>
        /// Loads a particular knife sprite sheet and sounds.
        /// </summary>
        public void LoadContent()
        {
            idleAnimation   = new Animation(game.Content.Load <Texture2D>("Sprites/Weapons/knife_idle"), 0.1f, false, 50);
            attackAnimation = new Animation(game.Content.Load <Texture2D>("Sprites/Weapons/knife"), 0.1f, false, 50);
            sprite.PlayAnimation(idleAnimation);

            knifeSound = game.Content.Load <SoundEffect>("Sounds/knifeSound");

            // Calculate bounds within texture size.
            int width  = (int)(idleAnimation.FrameWidth * 0.4);
            int left   = (idleAnimation.FrameWidth - width) / 2;
            int height = 10;
            int top    = idleAnimation.FrameHeight - height;

            localBounds = new Rectangle(left, top, width, height);
        }
Example #8
0
        private void playAnimationForSprite(int i, Animation animation)
        {
            AnimationPlayer player = sprites[i];

            player.PlayAnimation(animation);
            sprites[i] = player;
        }
Example #9
0
        /// <summary>
        /// Loads a particular enemy sprite sheet and sounds.
        /// </summary>
        public void LoadContent(string spriteSet)
        {
            // tag what monster it is
            switch (spriteSet)
            {
            case "Lantern":
                monsterType = MonsterType.Lantern;
                break;

            case "Sushi":
                monsterType = MonsterType.Sushi;
                break;

            case "Sandals":
                monsterType = MonsterType.Sandals;
                break;

            default:
                break;
            }

            // Load animations.
            spriteSet             = "Sprites/" + spriteSet + "/";
            runAnimation          = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Good/Run"), 0.1f, true);
            idleAnimation         = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Good/Idle"), 0.1f, true);
            evilRunAnimation      = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Evil/Run"), 0.1f, true);
            evilRunAnimationGlow  = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Evil/RunGlow"), 0.1f, true);
            evilIdleAnimation     = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Evil/Idle"), 0.1f, true);
            evilIdleAnimationGlow = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Evil/IdleGlow"), 0.1f, true);

            if (monsterType == MonsterType.Lantern)
            {
                evilJumpAnimation = new Animation(Level.Content.Load <Texture2D>(spriteSet + "Evil/Jump"), 0.1f, true);
            }

            sprite.PlayAnimation(idleAnimation);
            spriteGlow.PlayAnimation(evilIdleAnimationGlow);

            // Calculate bounds within texture size.
            int width  = (int)(idleAnimation.FrameWidth * 0.35);
            int left   = (idleAnimation.FrameWidth - width) / 2;
            int height = (int)(idleAnimation.FrameWidth * 0.7);
            int top    = idleAnimation.FrameHeight - height;

            localBounds = new Rectangle(left, top, width, height);
        }
Example #10
0
 /// <summary>
 /// Resets the player to life.
 /// </summary>
 /// <param name="position">The position to come to life at.</param>
 public void Reset(Vector2 position)
 {
     Position = position;
     MediaPlayer.Stop();
     Velocity      = Vector2.Zero;
     powerUpTime   = 0.0f;
     powerDownTime = 0.0f;
     isAlive       = true;
     sprite.PlayAnimation(idleAnimation);
 }
Example #11
0
        /// <summary>
        /// Resets the player to life.
        /// </summary>
        /// <param name="position">The position to come to life at.</param>
        public void Reset(Vector2 position)
        {
            Position     = position;
            Velocity     = Vector2.Zero;
            isAlive      = true;
            isRolling    = false;
            isJumping    = false;
            pulseRed     = false;
            pulseRedTime = 0.0f;
            health       = 100;

            sprite.PlayAnimation(idleAnimation);
        }
Example #12
0
 public void Update(GameTime gameTime)
 {
     if (IsAttacking && attackTicks == TimeSpan.MinValue)
     {
         attackTicks = gameTime.TotalGameTime + new TimeSpan(0, 0, 0, 0, 250);
         swordAnimator.PlayAnimation(swordSlash, true);
     }
     else if (IsAttacking && attackTicks < gameTime.TotalGameTime)
     {
         IsAttacking = false;
         attackTicks = TimeSpan.MinValue;
     }
     if (isMoving)
     {
         sprite.PlayAnimation(runningAnimation, false);
     }
     else
     {
         sprite.PlayAnimation(idleAnimation, false);
     }
 }
Example #13
0
 /// <summary>
 /// Resets the player to life.
 /// </summary>
 /// <param name="position">The position to come to life at.</param>
 public void Reset(Vector2 position)
 {
     Position = position;
     Velocity = Vector2.Zero;
     isAlive  = true;
     sprite.PlayAnimation(idleAnimation);
 }
Example #14
0
        /// <summary>
        /// Loads a particular spike sprite sheet and sounds.
        /// </summary>
        public void LoadContent()
        {
            idleAnimation = new Animation(Level.Content.Load <Texture2D>("Tiles/spike"), 0.1f, false);
            sprite.PlayAnimation(idleAnimation);

            // Calculate bounds within texture size.
            int width  = (int)(idleAnimation.FrameWidth * 0.35);
            int left   = (idleAnimation.FrameWidth - width) / 2;
            int height = (int)(idleAnimation.FrameWidth * 0.7);
            int top    = idleAnimation.FrameHeight - height;

            localBounds = new Rectangle(left, top, width, height);
        }
Example #15
0
        /// <summary>
        /// Update the gun position and animated muzzle fire
        /// </summary>
        public override void Update(GameTime gameTime, Vector2 position, SpriteEffects flip)
        {
            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;

            Vector2 offset = (flip == SpriteEffects.None) ? new Vector2(45, 0) : new Vector2(-45, 0);

            Flip     = flip;
            Position = position + offset;

            sprite.PlayAnimation(baseGraphic);

            if (isShooting)
            {
                muzzleAnimationTimer += elapsed;
                muzzle.PlayAnimation(muzzleFire);
                if (muzzleAnimationTimer > 0.20f)
                {
                    muzzleAnimationTimer = 0.0f;
                    isShooting           = false;
                    muzzle.StopAnimation();
                }
            }

            if (!canShoot)
            {
                rateOfFire += elapsed;
                if (rateOfFire > MAXFIRERATE)
                {
                    rateOfFire = 0f;
                    canShoot   = true;
                }
            }

            // Update call for bullets
            foreach (HandgunBullet bullet in _bullets)
            {
                bullet.Update(gameTime);
            }
        }