Esempio n. 1
0
        private void drawCrouchingTransition(KeyboardState keyState, KeyboardState oldKeySate)
        {
            // this is the condition for a transition to be played. //
              //  legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
             //   bodyTransitions.animationCounter[bodyTransitions.currentActiveSprite] = 0;

                currentLegTransition = LegTransitionIndex.Crouch;
                legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Crouch);

                if (!keyState.IsKeyDown(Keys.Up))
                {
                    currentBodyTransition = BodyTransitionIndex.Crouch;
              //      bodyTransitions.setCurrentActiveSprite((int)BodyTransitionIndex.Crouch);
                    for (int counter = 0; counter < 3; counter++)
                    {
                        weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
                        weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Crouch);
                    }
                }
                setTransitionCheckStrings("crouchtransition");
        }
Esempio n. 2
0
 private void drawJumpingTransition(string checkString)
 {
     if (checkString.Equals("jump"))
     {
         //legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.Jump;
         currentLegTransition = LegTransitionIndex.Jump;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Jump);
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Jump);
         setTransitionCheckStrings(checkString);
     }
     else if (checkString.Equals("fall"))
     {
         //legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         currentBodyTransition = BodyTransitionIndex.Fall;
         currentLegTransition = LegTransitionIndex.Fall;
         weaponTransitionArsenal[currentActiveWeapon].animationCounter[weaponTransitionArsenal[currentActiveWeapon].currentActiveSprite] = 0;
         weaponTransitionArsenal[currentActiveWeapon].setCurrentActiveSprite((int)BodyTransitionIndex.Fall);
         legsTransitions.animationCounter[legsTransitions.currentActiveSprite] = 0;
         legsTransitions.setCurrentActiveSprite((int)LegTransitionIndex.Fall);
         setTransitionCheckStrings(checkString);
     }
 }
Esempio n. 3
0
 public static void setLegNull()
 {
     currentLegTransition = LegTransitionIndex.NULL;
 }