Example #1
0
        Animation volLeftAnimation, volRightAnimation, CurrentAnimation; //animation object used for animating

        #endregion Fields

        #region Constructors

        //public int g1 = 1,d1=0;
        /// <summary>
        /// Créé un singe
        /// </summary>
        /// <param name="texture">texture du singe</param>
        /// <param name="origin">placement du singe</param>
        public Monkey(Texture2D texture, int frameCount, Vector2 origin)
        {
            this.texture = texture;
            //create a new animation object
            volLeftAnimation = new Animation(672, 131, frameCount, 0, 400);
            volRightAnimation = new Animation(679, 131, frameCount, 10, 562);
            //tweak the FramesPerSecond and movementSpeed values until you're satisfied with how things move
            volLeftAnimation.FramesPerSecond = 4 * 1;
            volRightAnimation.FramesPerSecond = 4 * 1;
            CurrentAnimation = volLeftAnimation;
            movementSpeed = 156;
            //reset position
            position = Vector2.Zero;
            this.origin = origin;
        }
Example #2
0
 /// <summary>
 /// Créé un clown
 /// </summary>
 /// <param name="texture">texture du clown</param>
 /// <param name="origin">placement du clown</param>
 public Clown(Texture2D texture, int frameCount, Vector2 origin)
 {
     this.texture = texture;
     //create a new animation object
     JumpAnimation = new Animation(1068, 167, frameCount, 25, 426);
     RetombeAnimation = new Animation(1068, 167, frameCount, 25, 654);
     Sourceface = new Rectangle(25, 426, 120, 167);
     //tweak the FramesPerSecond and movementSpeed values until you're satisfied with how things move
     JumpAnimation.FramesPerSecond = 5 * 3;
     RetombeAnimation.FramesPerSecond = 5 * 3;
     CurrentAnimation = JumpAnimation;
     movementSpeed = 200;
     //reset position
     position = Vector2.Zero;
     this.origin = origin;
 }
Example #3
0
        /// <summary>
        /// Créé le héro
        /// </summary>
        /// <param name="texture">texture du héro</param>
        /// <param name="origin">placement du héro</param>
        public Hero(Texture2D texture, int frameCount, Vector2 origin)
        {
            this.texture = texture;
            //create a new animation object
            RightwalkingAnimation = new Animation(texture.Width, 101, frameCount, 0, 934);
            LeftwalkingAnimation = new Animation(texture.Width, 101, frameCount, 0, 679);
            UpwalkingAnimation = new Animation(texture.Width, 105, frameCount, 0, 799);
            DownwalkingAnimation = new Animation(texture.Width, 101, frameCount, 0, 554);
            DosAttack = new Animation(120, 110, 1, 432, 327 );
            DosPositionAttack = new Rectangle(432, 327, 120, 110);
            FaceAttack = new Animation(120, 110,1,544, 325 );
            FacePositionAttack = new Rectangle(544, 325, 120, 110);
            ProfilLeftAttack = new Animation( 120, 110,1,669, 327);
            ProfilLeftPositionAttack = new Rectangle(669, 327, 120, 110);
            ProfilRightAttack= new Animation( 120,110,1, 781, 331);
            ProfilRightPositionAttack = new Rectangle(781, 331, 120, 110);
            Sourceface = new Rectangle(0, 39, 120, 101);
            SourceDos = new Rectangle(0, 304, 120, 101);
            SourceProfil = new Rectangle(0, 164, 120, 105);
            Currentposition = Sourceface;

            //position initiale hero
            b = 1; // vers le bas
            h = 0; // vers le haut
            d = 0; // vers la droite
            g = 0; // vers la gauche

            //tweak the FramesPerSecond and movementSpeed values until you're satisfied with how things move
            RightwalkingAnimation.FramesPerSecond = 10 * 2;
            LeftwalkingAnimation.FramesPerSecond = 10 * 2;
            UpwalkingAnimation.FramesPerSecond = 10 * 2;
            DownwalkingAnimation.FramesPerSecond = 10 * 2;
            DosAttack.FramesPerSecond = 1;
            FaceAttack.FramesPerSecond = 1;
            ProfilLeftAttack.FramesPerSecond = 1;
            ProfilRightAttack.FramesPerSecond = 1;

            CurrentAnimation = DownwalkingAnimation;
            movementSpeed = 256;

            //reset position
            position = Vector2.Zero;
            this.origin = origin;
        }