Esempio n. 1
0
        public void SuccessShortAnimationWithJump(Person player)
        {
            double dxPerFrame;
            float  floatdxPerFrame;

            //每一帧在x方向上的移动,每一帧在y方向上的移动
            dxPerFrame      = (double)(player.dx * player.MoveDirection / shortAnimationFrames);
            floatdxPerFrame = player.dx * player.MoveDirection / shortAnimationFrames;

            //当短动画帧计数器小于给定的短动画帧数,绘画,当计数器等于给定的短动画帧数,结束动画,游戏逻辑进入下一状态
            if (shortAnimationFrameCounts < shortAnimationFrames)
            {
                double x  = player.Position[0] + dxPerFrame * (shortAnimationFrameCounts + 1);
                float  fx = player.Position[0] + floatdxPerFrame * (shortAnimationFrameCounts + 1);
                double y  = (double)player.XYofJump(fx);
                UCplayer.SetValue(Canvas.LeftProperty, x);
                UCplayer.SetValue(Canvas.BottomProperty, y);

                //翻跟头
                Overturned(shortAnimationFrameCounts, shortAnimationFrames);

                shortAnimationFrameCounts++;
                if (shortAnimationFrameCounts == shortAnimationFrames)//这个的意思是当执行完stateindex=30的动画后,才执行索引
                {
                    shortAnimationFrameCounts = 0;
                    RunDrawState130EndFlag    = true;
                    // drawStateIndex = 10;
                }
            }
        }
Esempio n. 2
0
        public void FailLongAnimationWithJump(Person player)
        {
            double dxPerFrame;
            float  floatdxPerFrame;

            //每一帧在x方向上的移动,每一帧在y方向上的移动
            dxPerFrame      = (double)(player.dx * player.MoveDirection / longAnimationFrames);
            floatdxPerFrame = player.dx * player.MoveDirection / longAnimationFrames;

            if (longAnimationFrameCounts < longAnimationFrames)
            {
                //在跳跃工过程中,每一帧的x坐标,这是个绝对坐标中的坐标值,两个是一样的值,一个是double,一个是float,float是要带入一元二次方程的
                double x  = player.Position[0] + dxPerFrame * (longAnimationFrameCounts + 1);
                float  fx = player.Position[0] + floatdxPerFrame * (longAnimationFrameCounts + 1);
                //在跳跃工过程中,每一帧的y坐标,这是个绝对坐标中的坐标值,把x坐标带入一元二次方程中得出的y
                double y = (double)player.XYofJump(fx);

                UCplayer.SetValue(Canvas.LeftProperty, x);
                UCplayer.SetValue(Canvas.BottomProperty, y);

                //翻跟头
                Overturned(longAnimationFrameCounts, longAnimationFrames);

                longAnimationFrameCounts++;
                if (longAnimationFrameCounts == longAnimationFrames)
                {
                    longAnimationFrameCounts = 0;
                    RunDrawState133EndFlag   = true;
                }
            }
        }
Esempio n. 3
0
        public void SuccessLongAnimationWithJump(Person player)
        {
            double dxPerFrame;
            float  floatdxPerFrame;

            //每一帧在x方向上的移动的相对位移,相对值,有正负,正为跳跃方向为1,x坐标增加,负为跳跃方向为-1,x坐标减少
            dxPerFrame = (double)(player.dx * player.MoveDirection / longAnimationFrames);
            //用来计算跳跃时每一帧在x方向上的相对位移,相对值,值与上一个一样,不过采用float型表示,用来带入方程
            floatdxPerFrame = player.dx * player.MoveDirection / longAnimationFrames;;

            if (longAnimationFrameCounts < longAnimationFrames)
            {
                //在跳跃工过程中,每一帧的x坐标,这是个绝对坐标中的坐标值,两个是一样的值,一个是double,一个是float,float是要带入一元二次方程的
                double x  = player.Position[0] + dxPerFrame * (longAnimationFrameCounts + 1);
                float  fx = player.Position[0] + floatdxPerFrame * (longAnimationFrameCounts + 1);
                //在跳跃工过程中,每一帧的y坐标,这是个绝对坐标中的坐标值,把x坐标带入一元二次方程中得出的y
                double y = (double)player.XYofJump(fx);

                UCplayer.SetValue(Canvas.LeftProperty, x);//这里设置canvas的值是double型的,x是double型的
                UCplayer.SetValue(Canvas.BottomProperty, y);

                //翻跟头
                Overturned(longAnimationFrameCounts, longAnimationFrames);


                longAnimationFrameCounts++;
                if (longAnimationFrameCounts == longAnimationFrames)
                {
                    longAnimationFrameCounts = 0;
                    RunDrawState132EndFlag   = true;
                }
            }
        }
Esempio n. 4
0
        public void FailLongAnimation(Person player)
        {
            double dxPerFrame, dyPerFrame;

            //每一帧在x方向上的移动,每一帧在y方向上的移动
            dxPerFrame = (double)(player.dx * player.MoveDirection / longAnimationFrames);
            dyPerFrame = (double)(player.dy / longAnimationFrames);

            if (longAnimationFrameCounts < longAnimationFrames)
            {
                UCplayer.SetValue(Canvas.LeftProperty, player.Position[0] + dxPerFrame * (longAnimationFrameCounts + 1));
                UCplayer.SetValue(Canvas.BottomProperty, player.Position[1] + dyPerFrame * (longAnimationFrameCounts + 1));

                longAnimationFrameCounts++;
                if (longAnimationFrameCounts == longAnimationFrames)
                {
                    longAnimationFrameCounts = 0;
                    RunDrawState133EndFlag   = true;
                }
            }
        }
Esempio n. 5
0
        //跳跃失败的动画,跳在了两方块之间
        public void FailShortAnimation(Person player)
        {
            double dxPerFrame, dyPerFrame;

            //每一帧在x方向上的移动,每一帧在y方向上的移动
            dxPerFrame = (double)(player.dx * player.MoveDirection / shortAnimationFrames);
            dyPerFrame = (double)(player.dy / shortAnimationFrames);

            //当短动画帧计数器小于给定的短动画帧数,绘画,当计数器等于给定的短动画帧数,结束动画,游戏逻辑进入下一状态
            if (shortAnimationFrameCounts < shortAnimationFrames)
            {
                UCplayer.SetValue(Canvas.LeftProperty, player.Position[0] + dxPerFrame * (shortAnimationFrameCounts + 1));
                UCplayer.SetValue(Canvas.BottomProperty, player.Position[1] + dyPerFrame * (shortAnimationFrameCounts + 1));

                shortAnimationFrameCounts++;
                if (shortAnimationFrameCounts == shortAnimationFrames)
                {
                    shortAnimationFrameCounts = 0;
                    RunDrawState131EndFlag    = true;
                }
            }
        }