Esempio n. 1
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        public SpriteSheet(string spriteSheetFilename, Color transparentColor, Size frameSize, int rotationPerFrameDeg, int firstFrameShipDirectionDeg, int rotationAnimationDelay, int cannonBarrelLength, int forwardThrusterEngineLength, int reverseThrusterEngineLength)
        {
            this.bitmap = new Bitmap(spriteSheetFilename);
            this.transparentColor = transparentColor;
            this.frameSize = frameSize;
            this.rotationPerFrameDeg = rotationPerFrameDeg;
            this.firstFrameShipDirectionDeg = firstFrameShipDirectionDeg;
            this.cannonBarrelLength = cannonBarrelLength;
            this.reverseThrusterEngineLength = reverseThrusterEngineLength;
            this.forwardThrusterEngineLength = forwardThrusterEngineLength;

            SurfaceCollection spriteSheet_SurfaceCollection = new SurfaceCollection();
            Surface spriteSheet_Surface = new Surface(this.bitmap).Convert(Video.Screen, true, false);

            spriteSheet_SurfaceCollection.Add(spriteSheet_Surface, this.frameSize);

            AnimationCollection animationCollection = new AnimationCollection();
            animationCollection.Add(spriteSheet_SurfaceCollection);
            animationCollection.Delay = rotationAnimationDelay;

            AnimatedSprite animatedSprite = new AnimatedSprite(animationCollection);

            animatedSprite.TransparentColor = this.transparentColor;
            animatedSprite.Transparent = true;

            this.animatedSprite = animatedSprite;
        }
Esempio n. 2
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        private void m_Timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
        {
            AnimationCollection current = m_Animations[m_CurrentAnimation];

            m_Timer.Interval = current.Delay;

            if (m_Frame >= current.Count && current.AnimateForward) // Going forwards and past last frame
            {
                if (current.Loop)
                {
                    m_Frame = 0;
                }
            }
            else if (m_Frame <= 0 && !current.AnimateForward) // Going backwards and past first frame
            {
                if (current.Loop)
                {
                    m_Frame = current.Count - 1;
                }
            }
            else // Still going
            {
                m_Frame = m_Frame + current.FrameIncrement;
            }
        }
Esempio n. 3
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        public base_player()
            : base()
        {
            mTexFrames = new AnimationCollection();
            mTexFrames.Add("tex3.bmp", new System.Drawing.Size(64, 64));
            //mTexFrames.Add("tex2.bmp", new System.Drawing.Size(64, 64));

            mTexture = new AnimatedSprite("player", mTexFrames);
        }
Esempio n. 4
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        public e_pillar(Vector2 pos, string tex)
            : base()
        {
            mPosition = pos;

            mTexFrames = new AnimationCollection();
            mTexFrames.Add(tex, new Size(64, 64));
            mTexture = new AnimatedSprite("pillar", mTexFrames);
        }
Esempio n. 5
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        ///// <summary>
        ///// Creates a new AnimatedSprite from a surface collection and a name
        ///// </summary>
        ///// <param name="name">The name of the animation</param>
        ///// <param name="surfaces">The surface collection containing the frames of the animation.</param>
        //public AnimatedSprite(string name, SurfaceCollection surfaces)
        //    : this(surfaces, new Vector(0, 0, 0))
        //{
        //    this.CurrentAnimation = name;
        //}

        /// <summary>
        /// Creates a new AnimatedSprite from a surface collection and a name
        /// </summary>
        /// <param name="name">The name of the animation</param>
        /// <param name="surfaces">The surface collection containing the frames of the animation.</param>
        /// <param name="vector">Vector of sprite</param>
        public AnimatedSprite(string name, SurfaceCollection surfaces, Vector vector)
            : base(surfaces, vector)
        {
            this.m_CurrentAnimation = name;
            m_Timer.Elapsed        += new System.Timers.ElapsedEventHandler(m_Timer_Elapsed);
            m_Timer.Interval        = m_Animations[m_CurrentAnimation].Delay;
            //this.CurrentAnimation = name;
            AnimationCollection animation = new AnimationCollection();

            animation.Add(surfaces);
            m_Animations.Add(name, animation);
        }
Esempio n. 6
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        /// <summary>
        /// Creates AnumatedSprite from Surface Collection
        /// </summary>
        /// <param name="surfaces">SurfaceCollection</param>
        /// <param name="vector">Starting coordinates</param>
        public AnimatedSprite(SurfaceCollection surfaces, Vector vector)
            : base(surfaces, vector)
        {
            if (surfaces == null)
            {
                throw new ArgumentNullException("surfaces");
            }
            m_Timer.Elapsed += new System.Timers.ElapsedEventHandler(m_Timer_Elapsed);
            AnimationCollection anim = new AnimationCollection();

            anim.Add(surfaces);
            m_Animations.Add("Default", anim);
        }
Esempio n. 7
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 /// <summary>
 /// Create AnimatedSprite from AnimationCollection
 /// </summary>
 /// <param name="name">Name of animation</param>
 /// <param name="animation">animation</param>
 public AnimatedSprite(string name, AnimationCollection animation)
     : base(animation, new Vector(0, 0, 0))
 {
     if (animation == null)
     {
         throw new ArgumentNullException("animation");
     }
     m_Animations.Add(name, animation);
     //base.Surface = animation[0];
     this.m_CurrentAnimation = name;
     m_Timer.Elapsed        += new System.Timers.ElapsedEventHandler(m_Timer_Elapsed);
     m_Timer.Interval        = m_Animations[m_CurrentAnimation].Delay;
     //this.CurrentAnimation = name;
 }
Esempio n. 8
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 /// <summary>
 /// Create AnimatedSprite from AnimationCollection
 /// </summary>
 /// <param name="name">Name of animation</param>
 /// <param name="animation">animation</param>
 public AnimatedSprite(string name, AnimationCollection animation)
     : base(animation, new Vector(0, 0, 0))
 {
     if (animation == null)
     {
         throw new ArgumentNullException("animation");
     }
     m_Animations.Add(name, animation);
     //base.Surface = animation[0];
     this.m_CurrentAnimation = name;
     m_Timer.Elapsed += new System.Timers.ElapsedEventHandler(m_Timer_Elapsed);
     m_Timer.Interval = m_Animations[m_CurrentAnimation].Delay;
     //this.CurrentAnimation = name;
 }
Esempio n. 9
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        /*
        public void displaySprite(Surface image, Point point) {

            
        
        } */

        public void loadPlayerSprite()
        {

            

            // SORCEROR ----------------------------------------------

            // Load the tileset image
            Surface image = new Surface(Path.Combine("tiles", Path.Combine("persons","sorceror.png")));
            image.TransparentColor = Color.Magenta;
            image.Transparent = true;

            // Create the animation frames
            SurfaceCollection sorceror_walk_down  = new SurfaceCollection();
            SurfaceCollection sorceror_walk_left  = new SurfaceCollection();
            SurfaceCollection sorceror_walk_up    = new SurfaceCollection();
            SurfaceCollection sorceror_walk_right = new SurfaceCollection();

            sorceror_walk_down.Add(image, sprite_size, 0);
            sorceror_walk_left.Add(image, sprite_size, 1);
            sorceror_walk_up.Add(image, sprite_size, 2);
            sorceror_walk_right.Add(image, sprite_size, 3);

            // Add the animations to the hero
            AnimationCollection animSorceror_walk_down  = new AnimationCollection();
            AnimationCollection animSorceror_walk_left  = new AnimationCollection();
            AnimationCollection animSorceror_walk_up    = new AnimationCollection();
            AnimationCollection animSorceror_walk_right = new AnimationCollection();

            animSorceror_walk_down.Add(sorceror_walk_down, 35);
            animSorceror_walk_left.Add(sorceror_walk_left, 35);
            animSorceror_walk_up.Add(sorceror_walk_up, 35);
            animSorceror_walk_right.Add(sorceror_walk_right, 35);

            sorceror.Animations.Add("WalkDown", animSorceror_walk_down);
            sorceror.Animations.Add("WalkLeft", animSorceror_walk_left);
            sorceror.Animations.Add("WalkUp",   animSorceror_walk_up);
            sorceror.Animations.Add("WalkRight",animSorceror_walk_right);
            // Change the transparent color of the sprite
            
            
        }
Esempio n. 10
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        /// <summary>
        /// Constructs the internal sprites needed for our demo.
        /// </summary>
        public DragMode()
        {
            // Create the fragment marbles
            int rows = 3;
            int cols = 3;
            int sx = (SpriteDemosMain.Size.Width - cols * 50) / 2;
            int sy = (SpriteDemosMain.Size.Height - rows * 50) / 2;
            SurfaceCollection m1 = LoadMarble("marble1");
            SurfaceCollection m2 = LoadMarble("marble2");
            AnimationCollection anim1 = new AnimationCollection();
            anim1.Add(m1);
            AnimationCollection anim2 = new AnimationCollection();
            anim2.Add(m2);
            AnimationDictionary frames = new AnimationDictionary();
            frames.Add("marble1", anim1);
            frames.Add("marble2", anim2);

            DragSprite dragSprite;
            for (int i = 0; i < cols; i++)
            {
                Thread.Sleep(10);
                for (int j = 0; j < rows; j++)
                {
                    dragSprite = new DragSprite(frames["marble1"],
                        new Point(sx + i * 50, sy + j * 50)
                        );
                    dragSprite.Animations.Add("marble1", anim1);
                    dragSprite.Animations.Add("marble2", anim2);
                    dragSprite.Animate = true;
                    if (Randomizer.Next(2) == 1)
                    {
                        dragSprite.AnimateForward = false;
                    }
                    Thread.Sleep(10);
                    Sprites.Add(dragSprite);
                }
            }
        }
Esempio n. 11
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        /// <summary>
        /// Run the application
        /// </summary>
        public void Go()
        {

            // Make the particle emitter.
            emit = new ParticleRectangleEmitter(particles);
            emit.Frequency = 50000; // 100000 every 1000 updates.
            emit.LifeFullMin = 20;
            emit.LifeFullMax = 50;
            emit.LifeMin = 10;
            emit.LifeMax = 30;
            emit.DirectionMin = -2; // shoot up in radians.
            emit.DirectionMax = -1;
            emit.ColorMin = Color.DarkBlue;
            emit.ColorMax = Color.LightBlue;
            emit.SpeedMin = 5;
            emit.SpeedMax = 20;
            emit.MaxSize = new SizeF(5, 5);
            emit.MinSize = new SizeF(1, 1);

            // Make the first particle (a pixel)
            ParticlePixel first = new ParticlePixel(Color.White, 100, 200, new Vector(0, 0, 0), -1);
            particles.Add(first); // Add it to the system

            if (File.Exists(Path.Combine(dataDirectory, "marble1.png")))
            {
                filePath = "";
            }

            // Make the second particle (an animated sprite)
            AnimationCollection anim = new AnimationCollection();
            SurfaceCollection surfaces = new SurfaceCollection();
            surfaces.Add(Path.Combine(filePath, Path.Combine(dataDirectory, "marble1.png")), new Size(50, 50));
            anim.Add(surfaces, 1);
            AnimatedSprite marble = new AnimatedSprite(anim);
            marble.Animate = true;
            ParticleSprite second = new ParticleSprite(marble, 200, 200, new Vector(-7, -9, 0), 500);
            second.Life = -1;
            particles.Add(second); // Add it to the system

            // Add some manipulators to the particle system.
            ParticleGravity grav = new ParticleGravity(0.5f);
            particles.Manipulators.Add(grav); // Gravity of 0.5f
            particles.Manipulators.Add(new ParticleFriction(0.1f)); // Slow down particles
            particles.Manipulators.Add(vort); // A particle vortex fixed on the mouse
            particles.Manipulators.Add(new ParticleBoundary(SdlDotNet.Graphics.Video.Screen.Size)); // fix particles on screen.


            Events.Run();
        }
Esempio n. 12
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        public HeroExample()
        {
            // Start up the window
            Video.WindowIcon();
            Video.WindowCaption = "SDL.NET - Hero Example";
            Video.SetVideoMode(400, 300);

            string filePath = Path.Combine("..", "..");
            string fileDirectory = "Data";
            string fileName = "hero.png";
            if (File.Exists(fileName))
            {
                filePath = "";
                fileDirectory = "";
            }
            else if (File.Exists(Path.Combine(fileDirectory, fileName)))
            {
                filePath = "";
            }

            string file = Path.Combine(Path.Combine(filePath, fileDirectory), fileName);

            // Load the image
            Surface image = new Surface(file);

            // Create the animation frames
            SurfaceCollection walkUp = new SurfaceCollection();
            walkUp.Add(image, new Size(24, 32), 0);
            SurfaceCollection walkRight = new SurfaceCollection();
            walkRight.Add(image, new Size(24, 32), 1);
            SurfaceCollection walkDown = new SurfaceCollection();
            walkDown.Add(image, new Size(24, 32), 2);
            SurfaceCollection walkLeft = new SurfaceCollection();
            walkLeft.Add(image, new Size(24, 32), 3);

            // Add the animations to the hero
            AnimationCollection animWalkUp = new AnimationCollection();
            animWalkUp.Add(walkUp, 35);
            hero.Animations.Add("WalkUp", animWalkUp);
            AnimationCollection animWalkRight = new AnimationCollection();
            animWalkRight.Add(walkRight, 35);
            hero.Animations.Add("WalkRight", animWalkRight);
            AnimationCollection animWalkDown = new AnimationCollection();
            animWalkDown.Add(walkDown, 35);
            hero.Animations.Add("WalkDown", animWalkDown);
            AnimationCollection animWalkLeft = new AnimationCollection();
            animWalkLeft.Add(walkLeft, 35);
            hero.Animations.Add("WalkLeft", animWalkLeft);

            // Change the transparent color of the sprite
            hero.TransparentColor = Color.Magenta;
            hero.Transparent = true;

            // Setup the startup animation and make him not walk
            hero.CurrentAnimation = "WalkDown";
            hero.Animate = false;
            // Put him in the center of the screen
            hero.Center = new Point(
                Video.Screen.Width / 2,
                Video.Screen.Height / 2);
        }
Esempio n. 13
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 /// <summary>
 /// Creates AnumatedSprite from Surface Collection
 /// </summary>
 /// <param name="surfaces">SurfaceCollection</param>
 /// <param name="vector">Starting coordinates</param>
 public AnimatedSprite(SurfaceCollection surfaces, Vector vector)
     : base(surfaces, vector)
 {
     if (surfaces == null)
     {
         throw new ArgumentNullException("surfaces");
     }
     m_Timer.Elapsed += new System.Timers.ElapsedEventHandler(m_Timer_Elapsed);
     AnimationCollection anim = new AnimationCollection();
     anim.Add(surfaces);
     m_Animations.Add("Default", anim);
 }
Esempio n. 14
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 /// <summary>
 /// Create AnimatedSprite from AnimationCollection
 /// </summary>
 /// <param name="animation">animation</param>
 public AnimatedSprite(AnimationCollection animation)
     : this("Default", animation)
 {
 }
Esempio n. 15
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        ///// <summary>
        ///// Creates a new AnimatedSprite from a surface collection and a name
        ///// </summary>
        ///// <param name="name">The name of the animation</param>
        ///// <param name="surfaces">The surface collection containing the frames of the animation.</param>
        //public AnimatedSprite(string name, SurfaceCollection surfaces)
        //    : this(surfaces, new Vector(0, 0, 0))
        //{
        //    this.CurrentAnimation = name;
        //}

        /// <summary>
        /// Creates a new AnimatedSprite from a surface collection and a name
        /// </summary>
        /// <param name="name">The name of the animation</param>
        /// <param name="surfaces">The surface collection containing the frames of the animation.</param>
        /// <param name="vector">Vector of sprite</param>
        public AnimatedSprite(string name, SurfaceCollection surfaces, Vector vector)
            : base(surfaces, vector)
        {
            this.m_CurrentAnimation = name;
            m_Timer.Elapsed += new System.Timers.ElapsedEventHandler(m_Timer_Elapsed);
            m_Timer.Interval = m_Animations[m_CurrentAnimation].Delay;
            //this.CurrentAnimation = name;
            AnimationCollection animation = new AnimationCollection();
            animation.Add(surfaces);
            m_Animations.Add(name, animation);
        }
Esempio n. 16
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 /// <summary>
 /// Create AnimatedSprite from AnimationCollection
 /// </summary>
 /// <param name="animation">animation</param>
 public AnimatedSprite(AnimationCollection animation)
     : this("Default", animation)
 {
 }
Esempio n. 17
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        public static AnimatedSprite CreateColored(AnimatedSprite os, Color c)
        {
            if (os == null) return null;

            AnimatedSprite nsprite = new AnimatedSprite();
            foreach (KeyValuePair<string, AnimationCollection> kv in os.Animations)
            {
                string key = kv.Key; AnimationCollection anim = kv.Value;
                AnimationCollection nAnim = new AnimationCollection();
                foreach (Surface s in anim)
                {
                    Surface ns = CreateColored(s, c);
                    nAnim.Add(ns);
                }
                nAnim.Loop = anim.Loop;
                nAnim.Delay = anim.Delay;
                nAnim.FrameIncrement = anim.FrameIncrement;
                nAnim.Alpha = anim.Alpha;
                nAnim.AlphaBlending = anim.AlphaBlending;
                nAnim.AnimateForward = anim.AnimateForward;
                //nAnim.AnimationTime = anim.AnimationTime;
                nAnim.Transparent = anim.Transparent;
                nAnim.TransparentColor = anim.TransparentColor;

                nsprite.Animations.Add(key, nAnim);
            }
            nsprite.AllowDrag = os.AllowDrag;
            nsprite.Alpha = os.Alpha;
            nsprite.AlphaBlending = os.AlphaBlending;
            nsprite.Animate = os.Animate;
            nsprite.AnimateForward = os.AnimateForward;
            nsprite.CurrentAnimation = os.CurrentAnimation;
            nsprite.Frame = os.Frame;
            nsprite.Transparent = os.Transparent;
            nsprite.TransparentColor = os.TransparentColor;
            nsprite.Visible = os.Visible;

            return nsprite;
        }