Add() public method

public Add ( Enumeration state ) : void
state Enumeration
return void
        public void UpdateFrame(float elapsed, ref Position position, ref SpriteEffects spriteEffects__1, ref PlayerState playerState)
        {
            //Resetting Name
            float TimePerFrame = 0;

            playerState.Value().Name = string.Empty;
            //playerState.Value().Name = sequence.frames[frameIndex].name;
            //System.Console.WriteLine(playerState.Value().Name.ToUpper());


            TimePerFrame = frameRate + sequence.frames[m_frameIndex].delay;
            //0.1
            //TimePerFrame = 0.9f + sequence.frames[frameIndex].delay; //0.1
            //TimePerFrame = 1.2f + sequence.frames[frameIndex].delay; //0.1
            TotalElapsed += elapsed;

            if (TotalElapsed > TimePerFrame)
            {
                //Play Sound
                sequence.frames[m_frameIndex].PlaySound();


                m_frameIndex  = Math.Min(m_frameIndex + 1, Frames.Count - 1);
                TotalElapsed -= TimePerFrame;

                //Taking name of the frame usefull for hit combat..
                playerState.Value().Name = sequence.frames[m_frameIndex].name;


                if (sequence.frames[m_frameIndex].type != Enumeration.TypeFrame.SPRITE)
                {
                    //COMMAND
                    string[] aCommand   = sequence.frames[m_frameIndex].name.Split('|');
                    string[] aParameter = sequence.frames[m_frameIndex].parameter.Split('|');
                    for (int x = 0; x <= aCommand.Length - 1; x++)
                    {
                        if (aCommand[x] == Enumeration.TypeCommand.ABOUTFACE.ToString())
                        {
                            if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                            {
                                spriteEffects__1 = SpriteEffects.None;
                            }
                            else
                            {
                                spriteEffects__1 = SpriteEffects.FlipHorizontally;
                            }
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.GOTOFRAME.ToString())
                        {
                            string par    = aParameter[x];
                            int    result = sequence.frames.FindIndex((Frame f) => f.name == par);
                            m_frameIndex = result;
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.GOTOSEQUENCE.ToString())
                        {
                            string[] par    = aParameter[x].Split(':');
                            Sequence result = lsequence.Find((Sequence s) => s.name == par[0]);
                            sequence     = result;
                            m_frameIndex = 0;

                            if (par.Length > 1)
                            {
                                Vector2 v = new Vector2(float.Parse(par[1].Split(',')[0]), float.Parse(par[1].Split(',')[1]));
                                playerState.Add(StatePlayerElement.Parse(par[0]), Enumeration.PriorityState.Normal, v);
                            }
                            else
                            {
                                playerState.Add(StatePlayerElement.Parse(par[0]));
                            }
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.IFGOTOSEQUENCE.ToString())
                        {
                            string par = string.Empty;
                            if (playerState.Value().IfTrue == true)
                            {
                                par = aParameter[0];
                            }
                            else
                            {
                                par = aParameter[1];
                            }

                            Sequence result = lsequence.Find((Sequence s) => s.name == par);
                            sequence     = result;
                            m_frameIndex = 0;
                            playerState.Add(StatePlayerElement.Parse(par));
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.DELETE.ToString())
                        {
                            playerState.Add(Enumeration.State.delete, Enumeration.PriorityState.Force);
                        }
                    }
                }

                int flip = 0;
                if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                {
                    //& TotalElapsed > TimePerFrame) skip first frame =!==!=?!?bug
                    flip = 1;
                }
                else
                {
                    flip = -1;
                }



                position.Value = new Vector2(position.X + (sequence.frames[m_frameIndex].xOffSet * flip), position.Y + sequence.frames[m_frameIndex].yOffSet);
            }
            else if (firstTime == true)
            {
                //Play Sound
                sequence.frames[m_frameIndex].PlaySound();

                int flip = 0;
                if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                {
                    flip = 1;
                }
                else
                {
                    flip = -1;
                }

                position.Value = new Vector2(position.X + (sequence.frames[m_frameIndex].xOffSet * flip), position.Y + sequence.frames[m_frameIndex].yOffSet);


                firstTime = false;
            }
        }
        public void UpdateFrame(float elapsed, ref Position position, ref SpriteEffects spriteEffects__1, ref PlayerState playerState)
        {
            //Resetting Name
            float TimePerFrame = 0;
            playerState.Value().Name = string.Empty;
            //playerState.Value().Name = sequence.frames[frameIndex].name;
            //System.Console.WriteLine(playerState.Value().Name.ToUpper());

            TimePerFrame = frameRate + sequence.frames[m_frameIndex].delay;
            //0.1
            //TimePerFrame = 0.9f + sequence.frames[frameIndex].delay; //0.1
            //TimePerFrame = 1.2f + sequence.frames[frameIndex].delay; //0.1
            TotalElapsed += elapsed;

            if (TotalElapsed > TimePerFrame)
            {
                //Play Sound
                sequence.frames[m_frameIndex].PlaySound();

                m_frameIndex = Math.Min(m_frameIndex + 1, Frames.Count - 1);
                TotalElapsed -= TimePerFrame;

                //Taking name of the frame usefull for hit combat..
                playerState.Value().Name = sequence.frames[m_frameIndex].name;

                if (sequence.frames[m_frameIndex].type != Enumeration.TypeFrame.SPRITE)
                {
                    //COMMAND
                    string[] aCommand = sequence.frames[m_frameIndex].name.Split('|');
                    string[] aParameter = sequence.frames[m_frameIndex].parameter.Split('|');
                    for (int x = 0; x <= aCommand.Length - 1; x++)
                    {
                        if (aCommand[x] == Enumeration.TypeCommand.ABOUTFACE.ToString())
                        {
                            if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                            {
                                spriteEffects__1 = SpriteEffects.None;
                            }
                            else
                            {
                                spriteEffects__1 = SpriteEffects.FlipHorizontally;
                            }
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.GOTOFRAME.ToString())
                        {
                            string par = aParameter[x];
                            int result = sequence.frames.FindIndex((Frame f) => f.name == par);
                            m_frameIndex = result;
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.GOTOSEQUENCE.ToString())
                        {
                            string[] par = aParameter[x].Split(':');
                            Sequence result = lsequence.Find((Sequence s) => s.name == par[0]);
                            sequence = result;
                            m_frameIndex = 0;

                            if (par.Length > 1)
                            {
                                Vector2 v = new Vector2(float.Parse(par[1].Split(',')[0]), float.Parse(par[1].Split(',')[1]));
                                playerState.Add(StatePlayerElement.Parse(par[0]), Enumeration.PriorityState.Normal, v);
                            }
                            else
                            {
                                playerState.Add(StatePlayerElement.Parse(par[0]));
                            }
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.IFGOTOSEQUENCE.ToString())
                        {
                            string par = string.Empty;
                            if (playerState.Value().IfTrue == true)
                            {
                                par = aParameter[0];
                            }
                            else
                            {
                                par = aParameter[1];
                            }

                            Sequence result = lsequence.Find((Sequence s) => s.name == par);
                            sequence = result;
                            m_frameIndex = 0;
                            playerState.Add(StatePlayerElement.Parse(par));
                        }
                        else if (aCommand[x] == Enumeration.TypeCommand.DELETE.ToString())
                        {
                            playerState.Add(Enumeration.State.delete, Enumeration.PriorityState.Force);

                        }
                    }
                }

                int flip = 0;
                if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                {
                    //& TotalElapsed > TimePerFrame) skip first frame =!==!=?!?bug
                    flip = 1;
                }
                else
                {
                    flip = -1;
                }

                position.Value = new Vector2(position.X + (sequence.frames[m_frameIndex].xOffSet * flip), position.Y + sequence.frames[m_frameIndex].yOffSet);
            }
            else if (firstTime == true)
            {
                //Play Sound
                sequence.frames[m_frameIndex].PlaySound();

                int flip = 0;
                if (spriteEffects__1 == SpriteEffects.FlipHorizontally)
                {
                    flip = 1;
                }
                else
                {
                    flip = -1;
                }

                position.Value = new Vector2(position.X + (sequence.frames[m_frameIndex].xOffSet * flip), position.Y + sequence.frames[m_frameIndex].yOffSet);

                firstTime = false;
            }
        }
Example #3
0
        public void isGround()
        {
            if (IsAlive == false)
            {
                return;
            }

            m_isOnGround = false;

            RoomNew   room         = null;
            Rectangle playerBounds = _position.Bounding;
            Vector2   v2           = SpriteRoom.getCenterTile(playerBounds);
            Rectangle tileBounds   = SpriteRoom.GetBounds(Convert.ToInt32(Math.Truncate(v2.X)), Convert.ToInt32(Math.Truncate(v2.Y)));

            //Check if kid outside Room
            if (v2.X < 0)
            {
                room = Maze.LeftRoom(SpriteRoom);
            }
            else
            {
                room = SpriteRoom;
            }

            if (v2.Y > 2)
            {
                m_isOnGround = false;
            }
            else if (v2.Y < 0)
            {
                m_isOnGround = false;
            }
            else
            {
                if (room.GetCollision(Convert.ToInt32(Math.Truncate(v2.X)), Convert.ToInt32(Math.Truncate(v2.Y))) != Enumeration.TileCollision.Passable)
                {
                    if (playerBounds.Bottom >= tileBounds.Bottom)
                    {
                        m_isOnGround = true;
                    }
                }
            }


            if (m_isOnGround == false)
            {
                if (sprite.sequence.raised == false)
                {
                    if (spriteState.Value().state == Enumeration.State.runjump)
                    {
                        spriteState.Add(Enumeration.State.rjumpfall, Enumeration.PriorityState.Force);
                        sprite.PlayAnimation(spriteSequence, spriteState.Value());
                    }
                    else
                    {
                        if (spriteState.Previous().state == Enumeration.State.runjump)
                        {
                            spriteState.Add(Enumeration.State.stepfall, Enumeration.PriorityState.Force, new Vector2(20, 15));
                        }
                        else if (spriteState.Value().state != Enumeration.State.freefall)
                        {
                            spriteState.Add(Enumeration.State.stepfall, Enumeration.PriorityState.Force);
                        }
                    }
                    //SpriteRoom.LooseShake();
                    //and for upper room...
                    SpriteRoom.maze.UpRoom(SpriteRoom).LooseShake();
                }
                return;
            }


            //IS ON GROUND!
            if (spriteState.Value().state == Enumeration.State.freefall)
            {
                //Align to tile x
                _position.Y = tileBounds.Bottom - _position._spriteRealSize.Y;

                //CHECK IF LOOSE ENERGY...
                int Rem = 0;
                Rem = Convert.ToInt32(Math.Truncate(Math.Abs(Position.Y - PositionFall.Y))) / Tile.REALHEIGHT;

                if (Rem == 0)
                {
                    ((SoundEffect)Maze.dContentRes["Sounds/dos/falling echo".ToUpper()]).Play();
                }
                else if (Rem >= 1 & Rem < 3)
                {
                    ((SoundEffect)Maze.dContentRes["Sounds/dos/loosing a life falling".ToUpper()]).Play();
                }
                else
                {
                    ((SoundEffect)Maze.dContentRes["Sounds/dos/falling".ToUpper()]).Play();
                    //you should dead!!!
                    DeadFall();
                }
                Energy = Energy - Rem;
                spriteState.Add(Enumeration.State.crouch, Enumeration.PriorityState.Force, false);
                SpriteRoom.LooseShake();
            }
        }