public void LoopSound__HACK(object sound_key) { Sound sound = Sound.Get(sound_key); var sound_anim = new SpriteAnimation(Texture, (int)(1000 * sound.Duration), true, false, Texture.DefaultRegionIndex); PlayAnimation(sound_anim); }
public BulletCollisionParticle(Scene scene, double x, double y) : base(scene.Stage, x, y, Texture.Get("sprite_bullet_collision_particle")) { Hit = new SpriteAnimation(Texture, 10, false, "f1", "f2", "f3", "f4"); Hit.Sound = Sound.Get("sfx_bullet_impact"); WeakReference game_wr = new WeakReference(Set.Scene.Game); WeakReference render_set_wr = new WeakReference(Set); _AnimationNext = new Lazy <SpriteAnimation>(() => { ((PositronGame)game_wr.Target).AddUpdateEventHandler(this, (sender, e) => { ((RenderSet)render_set_wr.Target).Remove(this); this.Dispose(); return(true); }); return(null); }); PlayAnimation(Hit); }
public void SetLoop(object loop_me, bool restart = false) { lock (CurrentLoopLock) { Sound new_loop = Sound.Get(loop_me); bool change = (new_loop != CurrentLoop); ResetLooper = change || restart; if (ResetLooper) { if (CurrentLoop != null) { CurrentLoop.Stop(); } if (change) { CurrentLoop = new_loop; } } } }
// Main constructor: public Player(RenderSet render_set, double x, double y, Texture texture) : base(render_set, x, y, texture) { HealthChanged += (object sender, HealthChangedEventArgs e) => { _Health = Math.Max(0, e.HealthNow); }; OnHealthChanged(this, _HealthMax); AnimationStand = new SpriteAnimation(texture, "stand"); AnimationWalk = new SpriteAnimation(texture, 100, true, false, "stand", "walk1", "walk2", "walk3", "walk4", "walk5", "walk6"); AnimationStationaryFw = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, "protag standing facing front"); AnimationWalkFw = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, true, "protag walking front 1", "protag walking front 2", "protag walking front 3", "protag walking front 4"); AnimationStationaryBk = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, "protag standing back" ); AnimationWalkBk = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, true, "protag walking back 1", "protag walking back 2", "protag walking back 3", "protag walking back 4"); AnimationCrouch = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, true, "protag crouch"); AnimationCrawl = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, 150, true, "protag crouch walk 1", "protag crouch walk 2", "protag crouch walk 3", "protag crouch walk 4"); AnimationPreJump = new SpriteAnimation(texture, true, "jump"); AnimationJumping = new SpriteAnimation(texture, true, "jump"); AnimationEndJump = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, "protag jumping 4"); AnimationEndJump.Sound = Sound.Get("sfx_player_land_two_feet"); AnimationSlingshot = new SpriteAnimation(texture, 50, true, false, "shoot1", "shoot2", "shoot3", "shoot4"); AnimationAimGunFwd = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, true, "protag aiming gun"); AnimationAimGunFwdUp = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, true, "protag aiming gun up"); AnimationAimGunFwdDown = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, true, "protag aiming gun down"); AnimationAimGunFwdCrouch = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, true, "protag aiming gun crouch"); AnimationAimGunFwdJump = new SpriteAnimation(texture, "stand"); // new SpriteAnimation(texture, true, "protag aiming gun jump"); AnimationTakeHit = new SpriteAnimation(texture, "hit1", "hit2"); AnimationPreJump.Frames[0].FrameTime = 100; //AnimationPreJump.Frames[1].FrameTime = 50; AnimationEndJump.Frames[0].FrameTime = 200; _FrameTimer.Start(); JumpTimer.Start(); }