public void AddAnimation(Animation animation) { if (CurrentAnimation == null) { CurrentAnimation = animation; } Animations[animation.Name] = animation; }
public void AddOrientedAnimation(Animation leftAnimation, Animation rightAnimation) { AddOrientedAnimation(new OrientedAnimation(leftAnimation, rightAnimation)); }
public void AddOrientedAnimation(Animation animation) { AddOrientedAnimation(new OrientedAnimation(animation)); }
public OrientedAnimation(Animation leftAnimation) { LeftAnimation = leftAnimation; RightAnimation = null; CurrentOrientation = Orientation.Left; Name = leftAnimation.Name; }
public OrientedAnimation(Animation leftAnimation, Animation rightAnimation) { RightAnimation = rightAnimation; LeftAnimation = leftAnimation; CurrentOrientation = Orientation.Left; Name = leftAnimation.Name + "," + rightAnimation.Name; }
public Person(string _tag, Vector3 position, ComponentManager componentManager, ContentManager content, GraphicsDevice graphics, string spritesheet) : base(componentManager, "person", componentManager.RootComponent, Matrix.CreateTranslation(position), new Vector3(0.5f, 1.0f, 0.5f), new Vector3(0.0f, -0.3f, 0.0f), 1.0f, 1.0f, 0.999f, 0.999f) { OrientWithVelocity = true; Texture2D sprites = content.Load<Texture2D>(spritesheet); tag = _tag; Tags.Add(tag); string name = "person"; OrientWithVelocity = true; this.team = null; Score = 0.0f; AnimationState = new Dictionary<string,string>(); IsSleeping = false; List<Point> offsets = new List<Point>(); offsets.Add(new Point(0, 0)); Point offset = offsets[RandomHelper.random.Next(0, offsets.Count)]; List<Point> rightFrames = new List<Point>(); rightFrames.Add(new Point(1 + offset.X, 0 + offset.Y)); rightFrames.Add(new Point(2 + offset.X, 0 + offset.Y)); rightFrames.Add(new Point(3 + offset.X, 0 + offset.Y)); rightFrames.Add(new Point(4 + offset.X, 0 + offset.Y)); Animation walkRight = new Animation(graphics, sprites, name + "_walk_right", 32, 32, rightFrames, true, Color.White, 10.0f, 0.8f, 1, true); List<Point> leftFrames = new List<Point>(); leftFrames.Add(new Point(1 + offset.X, 0 + offset.Y)); leftFrames.Add(new Point(2 + offset.X, 0 + offset.Y)); leftFrames.Add(new Point(3 + offset.X, 0 + offset.Y)); leftFrames.Add(new Point(4 + offset.X, 0 + offset.Y)); Animation walkLeft = new Animation(graphics, sprites, name + "_walk_left", 32, 32, leftFrames, true, Color.White, 10.0f, 0.8f, 1, false); List<Point> rightFramesIdle = new List<Point>(); rightFramesIdle.Add(new Point(0 + offset.X, 0 + offset.Y)); Animation idleRight = new Animation(graphics, sprites, name + "_idle_right", 32, 32, rightFramesIdle, true, Color.White, 2.0f, 0.8f, 1, true); List<Point> leftFramesIdle = new List<Point>(); leftFramesIdle.Add(new Point(0 + offset.X, 0 + offset.Y)); Animation idleLeft = new Animation(graphics, sprites, name + "_idle_left", 32, 32, leftFramesIdle, true, Color.White, 2.0f, 0.8f, 1, false); walkLeft.Play(); walkRight.Play(); idleLeft.Play(); idleRight.Play(); Matrix spriteMatrix = Matrix.Identity; image = new OrientableBillboardSpriteComponent(componentManager, "idlesprite", this, spriteMatrix, sprites); OrientedAnimation idle = new OrientedAnimation(idleLeft, idleRight); image.AddOrientedAnimation(idle); AnimationState["idle"] = idle.Name; OrientedAnimation walk = new OrientedAnimation(walkLeft, walkRight); image.AddOrientedAnimation(walk); AnimationState["walk"] = walk.Name; Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f); //shadowTransform.Translation = new Vector3(0.0f, -0.31f, 0.0f); shadow = new ShadowComponent(componentManager, "shadow", this, shadowTransform, content.Load<Texture2D>("shadowcircle")); shadow.OrientsToCamera = false; List<Point> shP = new List<Point>(); shP.Add(new Point(0, 0)); Animation shadowAnimation = new Animation(graphics, content.Load<Texture2D>("shadowcircle"), "sh", 32, 32, shP, false, Color.White, 1, 0.7f, 0.7f, false); shadow.AddAnimation(shadowAnimation); shadowAnimation.Play(); shadow.SetCurrentAnimation("sh"); Matrix teamTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f); //shadowTransform.Translation = new Vector3(0.0f, -0.31f, 0.0f); ShadowComponent team = new ShadowComponent(componentManager, "team", this, shadowTransform, content.Load<Texture2D>("circle")); team.OrientsToCamera = false; List<Point> circleP = new List<Point>(); circleP.Add(new Point(0, 0)); Animation circleAnimation = new Animation(graphics, content.Load<Texture2D>("circle"), "teamcircle", 32, 32, shP, false, Color.Red, 1, 0.9f, 0.9f, false); team.AddAnimation(circleAnimation); circleAnimation.Play(); team.SetCurrentAnimation("teamcircle"); teamCircle = team; Tags.Add("Walker"); velocityController = new VelocityController(this); velocityController.IsTracking = true; }