public AnimatedObject(string Tex, Vector2 Pos, Vector2 Scale, float rotation, float framerate, float depth, bool collidable = false)
 {
     Identifier = Tex;
     frameRate = frameRate;
     Position = Pos;
     scale = Scale;
     Rotation = rotation;
     Texture = Globals.Content.Load<Texture2D>(Identifier);
     Dictionary<string, Rectangle> spriteMap = Globals.Content.Load<Dictionary<string, Rectangle>>(Identifier + "SpriteMap");
     animation = new Animation(Texture, spriteMap);
     animationPlayer.PlayAnimation(animation, "Idle", framerate, true);
 }
        public override void Initialize()
        {
            Identifier = "largedebris";
            Weight = 10;

            Texture = Globals.Content.Load<Texture2D>("WoodDebris");
            Dictionary<string, Rectangle> spriteMap = Globals.Content.Load<Dictionary<string, Rectangle>>("WoodDebrisSpriteMap");
            animation = new Animation(Texture, spriteMap);
            animationPlayer.PlayAnimation(animation, "Idle", 1.0f, true);

            base.Initialize();
        }
Exemple #3
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 public StormFront(Vector2 pos)
 {
     Identifier = "Storm Front";
     SetDrawDepthRange(321, 350);
     SetDepth(321);
     Texture = Globals.Content.Load<Texture2D>("StormFront");
     Dictionary<string, Rectangle> spriteMap = Globals.Content.Load<Dictionary<string, Rectangle>>("StormFrontSpriteMap");
     animation = new Animation(Texture, spriteMap);
     animationPlayer.PlayAnimation(animation, "Idle", 0.1f, true);
     _color = new Color(255, 255, 255, 50);
     Velocity = new Vector2(1f, 0);
     _startingPosition = Position = pos;
     Collidable = false;
 }
        public GenericDestructible(Vector2 pos, string spriteSheet, float frameRate, int health)
            : base()
        {
            this.ObjectType = DrawableObjectType.Destructible;
            Identifier = spriteSheet;
            Texture = Globals.Content.Load<Texture2D>(spriteSheet);
            Dictionary<string, Rectangle> spriteMap = Globals.Content.Load<Dictionary<string, Rectangle>>(spriteSheet + "SpriteMap");
            animation = new Animation(Texture, spriteMap);
            animationPlayer.PlayAnimation(animation, "Good", frameRate, true);

            Health = health;

            this.LoadContent(pos, health);
        }
Exemple #5
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        //float walkSpeed = 0.2f;
        public Cow(Vector2 position, bool onground = true)
            : base(ItemType.Debris)
        {
            Identifier = "Cow";
            Position = position;
            Weight = 100;
            onGround = onground;

            Texture = Globals.Content.Load<Texture2D>(Identifier);
            Dictionary<string, Rectangle> spriteMap = Globals.Content.Load<Dictionary<string, Rectangle>>(Identifier+"SpriteMap");
            animation = new Animation(Texture, spriteMap);
            animationPlayer.PlayAnimation(animation, "Walk", 0.3f, true);

            this.Initialize();
            LoadContent();
        }
        //**************************************************************
        //THIS IS AN OLD CLASS, REPLACED BY GenericDestructible
        //**************************************************************
        public WalmartSizeBuilding(Vector2 pos)
            : base()
        {
            //textures = new List<Texture2D>();

            //tex1 = Globals.Content.Load<Texture2D>("WalmartBldgGood");
            //tex2 = Globals.Content.Load<Texture2D>("WalmartBldgPoor");
            //tex3 = Globals.Content.Load<Texture2D>("WalmartBldgDead");
            //textures.Add(tex1);
            //textures.Add(tex2);
            //textures.Add(tex3);
            health = 4000;

            Texture = Globals.Content.Load<Texture2D>("Walmart");
            Dictionary<string, Rectangle> spriteMap = Globals.Content.Load<Dictionary<string, Rectangle>>("Walmart");
            animation = new Animation(Texture, spriteMap);
            animationPlayer.PlayAnimation(animation, "Good", frameRate, true);

            this.LoadContent(pos, health);
        }
        ///// <summary>
        ///// Gets a texture origin at the bottom center of each frame.
        ///// </summary>
        //public Vector2 Origin
        //{
        //    get { return new Vector2(Animation.FrameWidth / 2.0f, Animation.FrameHeight); }
        //}
        /// <summary>
        /// Begins or continues playback of an animation.
        /// </summary>
        public void PlayAnimation(Animation animation, string animationName, float frameTime, bool isLooping)
        {
            // If this animation is already running, do not restart it.
            if (previousAnimationName == animationName)
            {
                if (Animation.Name == animation.Name)
                    return;
            }

            animation.SetAnimation(animationName, frameTime, isLooping);
            oneTimeLoopComplete = false;
            // Start the new animation.
            this.animation = animation;
            this.frameIndex = 0;
            this.time = 0.0f;
            this.currentFrame = animation.Name + "-0";
            previousAnimationName = animation.Name;
        }