/// <summary>Creates a map entry, loading the coords from the given reader.</summary>
        public SPAMapEntry(SPASprite sprite, SPAReader reader)
        {
            // Get the sprite as an atlas:
            TextureAtlas atlas = sprite.Atlas;

            // ID:
            ID = (int)reader.ReadCompressed();

            // Coords are..
            int x = (int)reader.ReadCompressedSigned() + reader.PreviousX;
            int y = (int)reader.ReadCompressedSigned() + reader.PreviousY;

            // Update previous:
            reader.PreviousX = x;
            reader.PreviousY = y;

            // Read the dimensions:
            int width  = (int)reader.ReadCompressed();
            int height = (int)reader.ReadCompressed();

            // Create the atlas location now:
            Location = new AtlasLocation(atlas, x, y, width, height);

            // Prevent this location from getting recycled:
            Location.PreventDeallocation();
        }
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        /// <summary>Creates a character map entry, loading the coords from the given reader.</summary>
        public SPACharacter(SPASprite sprite, SPAReader reader) : base(sprite, reader)
        {
            // Note that the rest of the map entry has been loaded.
            // Now just need the xoffset etc.

            // So, offsets are:
            XOffset = (int)reader.ReadCompressedSigned();
            YOffset = (int)reader.ReadCompressedSigned();

            // Advance is:
            Advance = (int)reader.ReadCompressedSigned();
        }
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        /// <summary>Creates space for the given number of sprites which hold the given total number of frames.</summary>
        /// <param name="spriteCount">The number of sprites.</param>
        /// <param name="frameCount">The total number of frames held by the sprites.</param>
        public void CreateSprites(int spriteCount, uint frameCount)
        {
            // Apply the frame count:
            FrameCount = frameCount;

            // Setup the sprite array:
            Sprites = new SPASprite[spriteCount];

            // Create each one:
            for (int i = 0; i < spriteCount; i++)
            {
                Sprites[i] = new SPASprite(this, i);
            }
        }
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        /// <summary>Sets the sprite with the given ID as the active one.</summary>
        /// <param name="index">The ID of the sprite.</param>
        private void SetSprite(int index)
        {
            CurrentSprite = Animation.Sprites[index];

            if (CurrentSprite.Delay != 0f)
            {
                // Get the delay from the sprite:
                FrameDelay = CurrentSprite.Delay;
            }

            if (AnimatedMaterial == null)
            {
                // Nobody is displaying it!
                return;
            }

            AnimatedMaterial.SetTexture("_MainTex", CurrentSprite.Sprite);
            // Update the material tiling:
            AnimatedMaterial.SetTextureScale("_MainTex", CurrentSprite.TextureScale);
        }
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        /// <summary>Creates a new SPA animation with the given name from the given binary data.</summary>
        /// <param name="name">The name of the animation. Used for caching purposes so the binary doesn't
        /// have to be reloaded if the animation is displayed multiple times.</param>
        ///	<param name="binaryData">The raw binary data of the spa file.</param>
        public SPA(string name, byte[] binaryData)
        {
            Instances[name] = this;

            SPAReader br = new SPAReader(new MemoryStream(binaryData));

            if (br.ReadChar() != 'S' || br.ReadChar() != 'P' || br.ReadChar() != 'A')
            {
                throw new Exception("This is not an SPA file.");
            }

            byte version = br.ReadByte();

            if (version != 2 && version != 3)
            {
                throw new Exception("This reader supports SPA versions 2 and 3. The file you have given is version " + version + ".");
            }

            int spriteFrames;

            if (version == 2)
            {
                // FR:
                FrameRate = br.ReadByte();

                // Total frame count:
                FrameCount = br.ReadUInt32();

                // Frame width:
                FrameWidth = br.ReadUInt16();

                // Frame height:
                FrameHeight = br.ReadUInt16();

                // Sprite frame count:
                spriteFrames = br.ReadInt32();
            }
            else
            {
                // FR:
                FrameRate = (int)br.ReadCompressed();

                // Total frame count:
                FrameCount = (uint)br.ReadCompressed();

                // Frame width:
                FrameWidth = br.ReadUInt16();

                // Frame height:
                FrameHeight = br.ReadUInt16();

                // Sprite frame count:
                spriteFrames = (int)br.ReadCompressed();
            }

            Sprites = new SPASprite[spriteFrames];

            // Next, read each of the sprite frames:
            for (int i = 0; i < spriteFrames; i++)
            {
                Sprites[i] = new SPASprite(this, br, i);
            }
        }