Example #1
0
 private void ResetAnimation()
 {
     active = true;
     if (spriteSheets.Count != 0)
     {
         spriteSheetInfo = CurrentAnimation.info;
     }
     sourceRect   = new Rectangle(0, 0, spriteSheetInfo.FrameWidth, spriteSheetInfo.FrameHeight);
     elapsedTime  = 0;
     currentFrame = 0;
 }
Example #2
0
 public SpriteSheet AddSpriteSheet(Texture2D spriteSheet, SpriteSheetInfo info, int frameCount, int columns, int rows, SpriteSheet.Directions direction, long frameTime, bool loop)
 {
     return(new SpriteSheet(spriteSheet,
                            info,
                            frameCount,
                            columns,
                            rows,
                            direction,
                            TimeSpan.FromMilliseconds(frameTime).Ticks,
                            loop));
 }
Example #3
0
 public Sprite(GraphicsDeviceManager graphics, SpriteSheetInfo spriteSheetInfo)
 {
     isAnimated = true;
     drawRect   = new Rectangle((int)Math.Round(position.X), (int)Math.Round(position.Y), 0, 0);
     animations = new Animations(spriteSheetInfo);
     tex        = new Texture2D(graphics.GraphicsDevice, animations.spriteSheetInfo.FrameWidth, animations.spriteSheetInfo.FrameHeight);
     if (!string.IsNullOrEmpty(animations.CurrentAnimationName))
     {
         animations.currentSpriteSheet = animations.spriteSheets.First().Value;
     }
     rectangle = new Rectangle((int)Math.Round(position.X), (int)Math.Round(position.Y), tex.Width, tex.Height);
     origin    = new Vector2(tex.Width / 2, tex.Height / 2);
 }
Example #4
0
 public SpriteSheet(Texture2D loadedTex,
                    SpriteSheetInfo info,
                    int frameCount,
                    int columns,
                    int rows,
                    Directions direction,
                    long frameTime,
                    bool loop)
 {
     tex             = loadedTex;
     this.info       = info;
     this.frameCount = frameCount;
     this.columns    = columns;
     this.rows       = rows;
     this.direction  = direction;
     this.frameTime  = frameTime;
     this.loop       = loop;
     frameActions    = new List <List <Action> >();
     for (int i = 0; i < frameCount; i++)
     {
         frameActions.Add(new List <Action>());
     }
 }
Example #5
0
        public Cube(Vector2 origin, Vector3 gridPos, Texture2D southwestTex, Texture2D southeastTex, Texture2D topTex, GraphicsDeviceManager graphics, SpriteSheetInfo spriteSheetInfo)
        {
            this.southwestTex    = southwestTex;
            this.southeastTex    = southeastTex;
            this.topTex          = topTex;
            this.origin          = origin;
            this.gridPos         = gridPos;
            this.position        = origin + Game1.world.twoDToIso(new Point((int)(gridPos.X * southwestTex.Width), (int)(gridPos.Y * southwestTex.Height * .65f))).ToVector2();
            this.position.Y     -= gridPos.Z * southwestTex.Height * .65F;
            this.graphics        = graphics;
            this.spriteSheetInfo = spriteSheetInfo;
            this.highLight       = false;
            this.invert          = false;

            southwest             = new Sprite(southwestTex);
            southwest.position    = position;
            southwest.position.X -= (int)Math.Floor((double)southwest.tex.Width / 2);  // - 1;
            southwest.position.Y += (int)Math.Floor((double)southwest.tex.Height / 2); //  - 1;
            southwest.origin      = new Vector2(southwestTex.Width / 2, southwestTex.Height / 2);
            southwest.scale       = 1f;
            southwest.rotation    = 180;

            // enables collision by moving the rectangle to the proper space

            /*southwest.rectangle.X = (int)position.X;
             * southwest.rectangle.Y = (int)position.Y;
             * southwest.rectangle.Width = southwest.tex.Width;
             * southwest.rectangle.Height = southwest.tex.Height;*/

            southeast             = new Sprite(southeastTex);
            southeast.position    = position;
            southeast.position.X += (int)Math.Floor((double)southwest.tex.Width / 2);  // - 1;
            southeast.position.Y += (int)Math.Floor((double)southwest.tex.Height / 2); // - 1;
            southeast.origin      = new Vector2(southeastTex.Width / 2, southeastTex.Height / 2);
            southeast.scale       = 1f;
            southeast.rotation    = 180;

            // enables collision by moving the rectangle to the proper space

            /*southeast.rectangle.X = (int)position.X;
             * southeast.rectangle.Y = (int)position.Y;
             * southeast.rectangle.Width = southeast.tex.Width;
             * southeast.rectangle.Height = southeast.tex.Height;
             * southeast.rectangle.*/

            top          = new Sprite(topTex);
            top.position = position;
            top.origin   = new Vector2(topTex.Width / 2, topTex.Height / 2);
            top.scale    = 1f;

            // enables collision by moving the rectangle to the proper space
            top.rectangle.X      = (int)position.X;
            top.rectangle.Y      = (int)position.Y;
            top.rectangle.Width  = top.tex.Width;
            top.rectangle.Height = top.tex.Height;

            topPoly = new Polygon();

            /*Vector2 topOfDiamond = new Vector2(top.position.X + top.tex.Width / 2 + top.origin.X, top.position.Y + top.origin.Y);
             * Vector2 bottomOfDiamond = new Vector2(top.position.X + top.tex.Width / 2 + top.origin.X, top.position.Y + top.tex.Height + top.origin.Y);
             * Vector2 leftOfDiamond = new Vector2(top.position.X + top.origin.X, top.position.Y + top.tex.Height / 2 + top.origin.Y);
             * Vector2 rightOfDiamond = new Vector2(top.position.X + top.tex.Width + top.origin.X, top.position.Y + top.tex.Height / 2 + top.origin.Y);
             * topPoly.Lines.Add(new PolyLine(leftOfDiamond, topOfDiamond));
             * topPoly.Lines.Add(new PolyLine(topOfDiamond, rightOfDiamond));
             * topPoly.Lines.Add(new PolyLine(rightOfDiamond, bottomOfDiamond));
             * topPoly.Lines.Add(new PolyLine(bottomOfDiamond, leftOfDiamond));*/

            /*if (gridPos == new Vector3(8, 8, 1)) {
             *  Console.WriteLine("Cube Top Rect:" + top.rectangle + " Pos:" + top.position + " Origin:" + top.origin);
             * }*/

            text          = new TextItem(World.fontManager["InfoFont"], "X: " + gridPos.X + " Y: " + gridPos.Y + " Z: " + gridPos.Z);
            text.position = position;

            /*if (gridPos == new Vector3(8, 8, 1))
             * {
             *  // add random transparent colors
             *  rectangleTex = Game1.world.textureConverter.GenRectangle(top.rectangle.Width, top.rectangle.Height, Color.Red); // top.rectangle.Width, top.rectangle.Height, Color.Black);
             *  rectangleSprite = new Sprite(rectangleTex, graphics, spriteSheetInfo);
             *  rectangleSprite.position = new Vector2(top.position.X, top.position.Y);
             *  rectangleSprite.origin = top.origin;
             *  Console.WriteLine("pos:" + rectangleSprite.position);
             * }*/

            /*highlightTex = Game1.world.textureConverter.highlightTex(topTex);
             * highlight = new Sprite(highlightTex);
             * highlight.origin = top.origin;
             * highlight.position = top.position;*/
        }
Example #6
0
 public Sprite(Texture2D baseTex, GraphicsDeviceManager graphics, SpriteSheetInfo spriteSheetInfo) : this(graphics, spriteSheetInfo)
 {
     tex = baseTex;
 }
Example #7
0
 public Animations(SpriteSheetInfo spriteSheetInfo)
 {
     this.spriteSheetInfo = spriteSheetInfo;
     spriteSheets         = new Dictionary <string, SpriteSheet>();
 }