public static void Player_Character(byte Index) { byte Coluna = Jogo.Animation_Stop; int x, y; short x2 = Lists.Player[Index].X2, y2 = Lists.Player[Index].Y2; bool Suffering = false; short Texture = Player.Character_Texture(Index); // Previni sobrecargas if (Texture <= 0 || Texture > Tex_Character.GetUpperBound(0)) { return; } // Define a Animation if (Lists.Player[Index].Atacando && Lists.Player[Index].Attack_Time + Jogo.Attack_Velocity / 2 > Environment.TickCount) { Coluna = Jogo.Animation_Attack; } else { if (x2 > 8 && x2 < Jogo.Grade) { Coluna = Lists.Player[Index].Animation; } if (x2 < -8 && x2 > Jogo.Grade * -1) { Coluna = Lists.Player[Index].Animation; } if (y2 > 8 && y2 < Jogo.Grade) { Coluna = Lists.Player[Index].Animation; } if (y2 < -8 && y2 > Jogo.Grade * -1) { Coluna = Lists.Player[Index].Animation; } } // Demonstra que o Character está Suffering dano if (Lists.Player[Index].Suffering > 0) { Suffering = true; } // Desenha o Player x = Lists.Player[Index].X * Jogo.Grade + Lists.Player[Index].X2; y = Lists.Player[Index].Y * Jogo.Grade + Lists.Player[Index].Y2; Character(Texture, new Point(Jogo.ConvertX(x), Jogo.ConvertY(y)), Lists.Player[Index].Direction, Coluna, Suffering); Player_Name(Index, x, y); Player_Bars(Index, x, y); }
private static void NPC(byte Index) { int x2 = Lists.Temp_Map.NPC[Index].X2, y2 = Lists.Temp_Map.NPC[Index].Y2; byte Column = 0; bool Hurt = false; short Texture = Lists.NPC[Lists.Temp_Map.NPC[Index].Index].Texture; // Previne sobrecargas if (Texture <= 0 || Texture > Tex_Character.GetUpperBound(0)) { return; } // Define a animação if (Lists.Temp_Map.NPC[Index].Attacking && Lists.Temp_Map.NPC[Index].Attack_Timer + Game.Attack_Speed / 2 > Environment.TickCount) { Column = Game.Animation_Attack; } else { if (x2 > 8 && x2 < Game.Grid) { Column = Lists.Temp_Map.NPC[Index].Animation; } else if (x2 < -8 && x2 > Game.Grid * -1) { Column = Lists.Temp_Map.NPC[Index].Animation; } else if (y2 > 8 && y2 < Game.Grid) { Column = Lists.Temp_Map.NPC[Index].Animation; } else if (y2 < -8 && y2 > Game.Grid * -1) { Column = Lists.Temp_Map.NPC[Index].Animation; } } // Demonstra que o personagem está sofrendo dano if (Lists.Temp_Map.NPC[Index].Hurt > 0) { Hurt = true; } // Desenha o jogador int x = Lists.Temp_Map.NPC[Index].X * Game.Grid + x2; int y = Lists.Temp_Map.NPC[Index].Y * Game.Grid + y2; Character(Texture, new Point(Game.ConvertX(x), Game.ConvertY(y)), Lists.Temp_Map.NPC[Index].Direction, Column, Hurt); NPC_Name(Index, x, y); NPC_Bars(Index, x, y); }
private static void Player_Texture(byte Index) { byte Column = Game.Animation_Stopped; int x = Lists.Player[Index].X * Game.Grid + Lists.Player[Index].X2, y = Lists.Player[Index].Y * Game.Grid + Lists.Player[Index].Y2; short x2 = Lists.Player[Index].X2, y2 = Lists.Player[Index].Y2; bool Hurt = false; short Texture = Lists.Player[Index].Texture_Num; // Previne sobrecargas if (Texture <= 0 || Texture > Tex_Character.GetUpperBound(0)) { return; } // Define a animação if (Lists.Player[Index].Attacking && Lists.Player[Index].Attack_Timer + Game.Attack_Speed / 2 > Environment.TickCount) { Column = Game.Animation_Attack; } else { if (x2 > 8 && x2 < Game.Grid) { Column = Lists.Player[Index].Animation; } if (x2 < -8 && x2 > Game.Grid * -1) { Column = Lists.Player[Index].Animation; } if (y2 > 8 && y2 < Game.Grid) { Column = Lists.Player[Index].Animation; } if (y2 < -8 && y2 > Game.Grid * -1) { Column = Lists.Player[Index].Animation; } } // Demonstra que o personagem está sofrendo dano if (Lists.Player[Index].Hurt > 0) { Hurt = true; } // Desenha o jogador Character(Texture, new Point(Game.ConvertX(x), Game.ConvertY(y)), Lists.Player[Index].Direction, Column, Hurt); }