public void SetAnimations() { spritesheet = new Spritesheet.Spritesheet(GameManager.Assets["mine"]).WithGrid((16, 10)); animation = spritesheet.CreateAnimation((0, 0), (1, 0), (2, 0)); animation.Start(Repeat.Mode.LoopWithReverse); }
// Create all animations from spritesheet #region Animation public void SetAnimations() { texture = GameManager.Assets["square"]; gunTexture = GameManager.Assets["gun2"]; rocketLauncherTexture = GameManager.Assets["launcher"]; shield.SetTexture(); healthBar.SetTexture(); Texture2D spriteSheetTexture = GameManager.Assets["mamba"]; spriteSheet = new Spritesheet.Spritesheet(spriteSheetTexture).WithGrid((16, 16)); idleAnim = spriteSheet.CreateAnimation((0, 1), (1, 1), (2, 1)); runningAnimation = spriteSheet.CreateAnimation((0, 0), (1, 0), (2, 0)); jumpingAnimation = spriteSheet.CreateAnimation((0, 2), (1, 2), (2, 2)); idleAnimLeft = idleAnim.FlipX(); runningAnimationLeft = runningAnimation.FlipX(); jumpingAnimationLeft = jumpingAnimation.FlipX(); currentAnimation = idleAnim; idleAnim.Start(Repeat.Mode.Loop); runningAnimation.Start(Repeat.Mode.Loop); idleAnimLeft.Start(Repeat.Mode.Loop); runningAnimationLeft.Start(Repeat.Mode.Loop); currentAnimation.Start(Repeat.Mode.Loop); }
public override void SetAnimations() { spriteSheet = new Spritesheet.Spritesheet(GameManager.Assets["guard"]).WithGrid((16, 16)); idleAnim = spriteSheet.CreateAnimation((0, 0), (1, 0)); idleAnim_Left = idleAnim.FlipX(); runAnim = spriteSheet.CreateAnimation((0, 0), (1, 0), (2, 0), (3, 0)); runAnim_Left = runAnim.FlipX(); currentAnimation = idleAnim; idleAnim.Start(Repeat.Mode.Loop); idleAnim_Left.Start(Repeat.Mode.Loop); runAnim.Start(Repeat.Mode.Loop); runAnim_Left.Start(Repeat.Mode.Loop); currentAnimation.Start(Repeat.Mode.Loop); healthBar.SetTexture(); }
public override void LoadContent() { font = game.Content.Load <SpriteFont>("Font"); // 521px wide x 464px high idleTexture = game.Content.Load <Texture2D>("fairy_idle"); // 536px wide x 501px high flyingTexture = game.Content.Load <Texture2D>("fairy_fly"); //695px wide x 640px high dyingTexture = game.Content.Load <Texture2D>("fairy_die"); radius = (500 * scale.X) / 2; idleSpriteSheet = new Spritesheet.Spritesheet(idleTexture).WithGrid((521, 464), (0, 0), (0, 0)); flyingSpriteSheet = new Spritesheet.Spritesheet(flyingTexture).WithGrid((536, 501), (0, 0), (0, 0)); dyingSpriteSheet = new Spritesheet.Spritesheet(dyingTexture).WithGrid((695, 640), (0, 0), (0, 0)); CreateAnimations(); List <Texture2D> textures = new List <Texture2D>(); textures.Add(game.Content.Load <Texture2D>("diamond")); particleEngine = new ParticleEngine(game, textures, GetBottomPos(), BuildPalette(), 1); }
public Scout(Vector2 position) { Type = EnemyType.Scout; guardingPosition = position; Position = position; Scale = new Vector2(2.6f, 3f); sourceRectangle = new Rectangle(0, 0, 13, 16); var sheet = new Spritesheet.Spritesheet(Game.Assets.Enemies.Scout).WithGrid((13, 16)); walkRight = sheet.CreateAnimation((0, 1), (1, 1)); idleRight = sheet.CreateAnimation((0, 0), (1, 0), (2, 0)); walkLeft = walkRight.FlipX(); idleLeft = idleRight.FlipX(); currentAnimation = walkRight; walkLeft.Start(Repeat.Mode.Loop); walkRight.Start(Repeat.Mode.Loop); idleLeft.Start(Repeat.Mode.Loop); idleRight.Start(Repeat.Mode.Loop); currentAnimation.Start(Repeat.Mode.Loop); Sword = new ScoutSword(this); Initialize(); }
public Player() { Sword = new PlayerSword(this); Texture = Game.Assets.Player.Sam01; Scale = new Vector2(1.7f); Game.Camera.Position = Position; sourceRectangle = new Rectangle(0, 0, 16, 29); Spritesheet.Spritesheet sheet = new Spritesheet.Spritesheet(Texture).WithGrid((16, 29)); animations.Add(Anim.IdleRight, sheet.CreateAnimation((0, 0), (1, 0), (2, 0))); animations.Add(Anim.WalkRight, sheet.CreateAnimation((0, 1), (1, 1))); animations[Anim.IdleLeft] = animations[Anim.IdleRight].FlipX(); animations[Anim.WalkLeft] = animations[Anim.WalkRight].FlipX(); animations[Anim.IdleRight].Start(Repeat.Mode.Loop); animations[Anim.IdleLeft].Start(Repeat.Mode.Loop); animations[Anim.WalkRight].Start(Repeat.Mode.Loop); animations[Anim.WalkLeft].Start(Repeat.Mode.Loop); currentAnim = animations[Anim.IdleRight]; Spritesheet.Spritesheet headSheet = new Spritesheet.Spritesheet(Game.Assets.Player.SamHead).WithGrid((18, 14)); headAnimRight = headSheet.CreateAnimation((0, 0), (1, 0)); headAnimLeft = headAnimRight.FlipX(); headAnimRight.Start(Repeat.Mode.Loop); headAnimLeft.Start(Repeat.Mode.Loop); currentHeadAnim = headAnimLeft; var dashSize = Helper.SquareTexture.CreateScale(Rectangle.Width, Rectangle.Height); dashEffectSettings = new ParticleSystemSettings() { Density = 1f, Lifetime = new Size(0.2f, 0.5f), Size = new Size(dashSize.X, dashSize.Y), Speed = new Size(0, 0), Texture = Helper.SquareTexture, OneTime = false, DecreaseSize = true, DecreaseAlpha = false, Color = Color.Black }; smokeBombEffectSettings = new ParticleSystemSettings() { Density = 0.3f, Lifetime = new Size(0.7f, 1.6f), Size = new Size(3f, 6f), Speed = new Size(100, 200), Texture = Game.Assets.PixelatedCircle, OneTime = false, DecreaseSize = true, DecreaseAlpha = true, Colors = new List <Color>() { new Color(38, 38, 38), new Color(69, 69, 69) }, SpawnInCircle = false, CircleRadius = (int)smokeBombSize.X, }; dashEffect = new ParticleSystem(Position, new Vector2(1, 1), dashEffectSettings); smokeBombEffect = new ParticleSystem(Position, smokeBombSize, smokeBombEffectSettings); HasCollider = true; }