public void Update() { if (Input.WasKeyPressed(Keys.X)) { DrawComponent dc = rootEntity.GetComponent <DrawComponent>() as DrawComponent; dc.PauseAnimation("turretRotation"); } if (Input.WasKeyPressed(Keys.Z)) { DrawComponent dc = rootEntity.GetComponent <DrawComponent>() as DrawComponent; dc.PlayAnimation("turretRotation"); } }
public Ball() : base() { Sprite pl = new Sprite("paddle_left", new Point(-22, 0), Art.GetImage("spriteSheet"), new Rectangle(0, 0, 44, 22), SpriteEffects.None); Sprite pr = new Sprite("paddle_right", new Point(22, 0), Art.GetImage("spriteSheet"), new Rectangle(0, 0, 44, 22), SpriteEffects.FlipHorizontally); drawComponent = new DrawComponent(this); drawComponent.AddSprite(pl); drawComponent.AddSprite(pr); //animation //Rectangle[] rSeq = Inf.RectangleSequence(4, 0, 0, 44, 22, 0, 22); //Rectangle[] lSeq = Inf.RectangleSequence(4, 0, 0, 44, 22, 0, 22); //Rectangle[] rSeq = Inf.RectangleSequence(4, 0, 88, 44, 22, 0, 22); //Rectangle[] lSeq = Inf.RectangleSequence(4, 0, 88, 44, 22, 0, 22); Rectangle[] rSeq = Inf.RectangleSequence(8, 0, 848, 44, 22, 0, 22); Rectangle[] lSeq = Inf.RectangleSequence(8, 0, 848, 44, 22, 0, 22); //Rectangle[] rSeqReverse = Inf.RectangleSequence(4, 0, 154, 44, 22, 0, -22); //Rectangle[] lSeqReverse = Inf.RectangleSequence(4, 0, 154, 44, 22, 0, -22); //rSeq = rSeq.Concat(rSeqReverse).ToArray(); //lSeq = lSeq.Concat(lSeqReverse).ToArray(); AnimatedSprite[] ap = new AnimatedSprite[2]; ap[0] = new AnimatedSprite(pl.Id, lSeq, 0); ap[1] = new AnimatedSprite(pr.Id, rSeq, 0); SimpleAnimationPlayer flashCornerAnimation = new SimpleAnimationPlayer(ap, false, 8, 0.05f); drawComponent.AddAnimation("flashCorner", flashCornerAnimation); drawComponent.PlayAnimation("flashCorner"); // setComponent(drawComponent); physicsComponent = new PhysicsComponent(this); physicsComponent.BodyType = PhysicBodyType.Dynamic; physicsComponent.Direction = new Vector2((float)(GameRoot.Rnd.Next(-100, 100)), (float)(GameRoot.Rnd.Next(-100, 100))); physicsComponent.Velocity = GameRoot.Rnd.Next(100); physicsComponent.Collider2D.ColliderType = Collider2DType.Box; this.TransformComponent.Position = new Vector2(GameRoot.Rnd.Next(GameRoot.Screen.Width), GameRoot.Rnd.Next(GameRoot.Screen.Height)); physicsComponent.Collider2D.Size = drawComponent.BoundingBox.Size; physicsComponent.Collider2D.Offset = drawComponent.BoundingBox.Center; setComponent(physicsComponent); setBehavior(new BallInput(this)); }
public Turret() : base() { Texture2D textureTurret = Art.GetImage("turret"); Texture2D maskTurret = Art.GetImage("turret-mask"); Sprite spriteTurret = new Sprite("turretBase", new Point(0, 0), textureTurret, new Rectangle(0, 0, textureTurret.Width / 8, textureTurret.Height / 8), SpriteEffects.None); Sprite turretMask = new Sprite("turretMask", new Point(0, -5), maskTurret, new Rectangle(0, 0, maskTurret.Width / 8, maskTurret.Height / 8), SpriteEffects.None); drawComponent = new DrawComponent(this); drawComponent.AddSprite(spriteTurret); drawComponent.AddSprite(turretMask); Rectangle[] tSeq = Inf.RectangleSequence(8, 8, textureTurret.Width, textureTurret.Height); Rectangle[] mSeq = Inf.RectangleSequence(8, 8, maskTurret.Width, maskTurret.Height); AnimatedSprite[] ap = new AnimatedSprite[2]; ap[0] = new AnimatedSprite(spriteTurret.Id, tSeq, 0); ap[1] = new AnimatedSprite(turretMask.Id, mSeq, 0); SimpleAnimationPlayer turretRotation = new SimpleAnimationPlayer(ap, true, 64, 0.03f); drawComponent.AddAnimation("turretRotation", turretRotation); drawComponent.PlayAnimation("turretRotation"); // setComponent(drawComponent); physicsComponent = new PhysicsComponent(this); physicsComponent.BodyType = PhysicBodyType.Static; physicsComponent.Direction = new Vector2((float)(GameRoot.Rnd.Next(-100, 100)), (float)(GameRoot.Rnd.Next(-100, 100))); physicsComponent.Velocity = GameRoot.Rnd.Next(100); physicsComponent.Collider2D.ColliderType = Collider2DType.Box; this.TransformComponent.Position = new Vector2(GameRoot.Rnd.Next(GameRoot.Screen.Width), GameRoot.Rnd.Next(GameRoot.Screen.Height)); physicsComponent.Collider2D.Size = drawComponent.BoundingBox.Size; physicsComponent.Collider2D.Offset = drawComponent.BoundingBox.Center; setComponent(physicsComponent); setBehavior(new BallInput(this)); }