public void Load(ContentManager Content, string texture, int frameCount, int framesPerSec) { AnimatedTexture animation = new AnimatedTexture(Vector2.Zero, 0, scale, 1); animation.Load(Content, texture, frameCount, framesPerSec); sprite.Add(animation); }
public void Load(ContentManager Content) { AnimatedTexture animation = new AnimatedTexture(origin, rotation, Scale, 0f); switch (type) { case WeaponType.Dagger: animation.Load(Content, "Tile16", 1, 0); sprite.colour = Color.Cyan; break; case WeaponType.Sword: animation.Load(Content, "Tile16", 1, 0); sprite.colour = Color.DarkViolet; break; case WeaponType.Spear: animation.Load(Content, "Tile16", 1, 0); sprite.colour = Color.DeepPink; break; case WeaponType.Unarmed: animation.Load(Content, "Tile16", 1, 0); sprite.colour = Color.Transparent; break; } sprite.Clear(); sprite.Add(animation, 0, 0); }
public void Load(ContentManager Content) { AnimatedTexture animation = new AnimatedTexture(origin, 0, scale, 1); animation.Load(Content, "tile32", 1, 1); sprite.Add(animation, 0, 0); sprite.colour = Color.Red; //weapon loading EquippedWeapon.type = WeaponType.Unarmed; EquippedWeapon.oldType = WeaponType.Unarmed; EquippedWeapon.Initialise(); EquippedWeapon.rotation = 0f; EquippedWeapon.Load(Content); }
public void Add(AnimatedTexture animation, int xOffset = 0, int yOffset = 0) { animations.Add(animation); animationOffsets.Add(new Vector2(xOffset, yOffset)); }