public void setUp( string spriteName, int numberOfDirections = 0, int numberOfActions = 0, bool isSavable = false, string SavePathAndName = null) { //Start setUp. _spriteName = spriteName; if ( numberOfDirections == 0 && numberOfActions == 0 ) _spriteAnimationList = new AnimationComponent[SpriteGlobals.numberOfDirections, SpriteGlobals.numberOfActions]; else if ( numberOfDirections == 0 && numberOfActions != 0 ) _spriteAnimationList = new AnimationComponent[SpriteGlobals.numberOfDirections, numberOfActions]; else if ( numberOfDirections != 0 && numberOfActions == 0 ) _spriteAnimationList = new AnimationComponent[numberOfDirections, SpriteGlobals.numberOfActions]; else _spriteAnimationList = new AnimationComponent[numberOfDirections, numberOfActions]; // Getting the size of the arrays: directionCount = _spriteAnimationList.GetLength(0); actionCount = _spriteAnimationList.GetLength(1); // Initializing the objects in the arrays: for ( i = 0; i < directionCount; i++ ) { for ( j = 0; j < actionCount; j++ ) { _spriteAnimationList[ i, j ] = new AnimationComponent( _ownerID ); } } }
public AnimatedSingleComponent( AnimationComponent animation, int ownerID, Vector2 position, int width, int height, Texture2D texture, Nullable<Rectangle> sourceRect = null, bool glow = false, Nullable<Color> tint = null, float rotation = 0.0f, Nullable<Vector2> origin = null, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float layer = 1.0f) : base(ownerID, position, width, height, texture, sourceRect, glow, tint, rotation, origin, scale, spriteEffect, layer) { // Start Constructor. _animation = animation; }
public static BaseGameObject makeDoor( string doorType, string name, int ownerID, Vector2 position, string nextMap, bool isOpen = false, bool glow = false, float layer = 1.0f, Nullable<Color> tint = null, float rotation = 0.0f, Nullable<Vector2> origin = null, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None) { // Start makeStaticAnimation. // Making temp variables to hold cached data: int tempOwnerID; int tempWidth; int tempHeight; // Grabbing the animation definition from the list: AnimationDefenition tempAnimationDefenition = GameData.getInstance().DoorDefinitionList.getObject( doorType ); // caching the width and height: tempWidth = tempAnimationDefenition.Width; tempHeight = tempAnimationDefenition.Height; // Creating the base object: BaseGameObject tempAnimationObject = new BaseGameObject(); // Caching the owner ID: tempOwnerID = tempAnimationObject.ID; // Creating the renderer: AnimationComponent tempAnimationComponent = new AnimationComponent( tempAnimationObject.ID, tempAnimationDefenition.StartX, tempAnimationDefenition.StartY, tempAnimationDefenition.PlayLength, 1, tempAnimationDefenition.NumberOfFrames, isOpen, name, position, tempWidth, tempHeight, GameData.getInstance().ArtManager.getObject( tempAnimationDefenition.TextureName), false, false, glow, tint, rotation, origin, scale, spriteEffect, layer ); // Creating the Body: BodyBase bodyComponent = new BodyBase(tempOwnerID, tempWidth, tempHeight); // Setting up the base object with the components: tempAnimationObject.setUp(position, tempWidth, tempHeight, null, bodyComponent, tempAnimationComponent, null); return tempAnimationObject; }
public void setUpAction( SpriteGlobals.spriteDirections direction, SpriteGlobals.spriteActions action, AnimationComponent actionAnimation ) { // Start setUpActionDefenition. _spriteAnimationList[ (int)direction, (int)action ] = actionAnimation; }
public void setCurrentAnimation( string key ) { _currentAnimation.reset(); _currentAnimation = _aimationList.getObject(key); _currentAnimation.start(); }