private void load(UserInputManager inputManager) { this.inputManager = inputManager; animation = new AnimatedSprite(); animation.AddAnimation(new Animation("down") { new Frame(125f, "Resources\\Graphics\\World\\Player\\down.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\down_1.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\down.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\down_2.png") }); animation.AddAnimation(new Animation("up") { new Frame(125f, "Resources\\Graphics\\World\\Player\\up.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\up_1.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\up.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\up_2.png") }); animation.AddAnimation(new Animation("left") { new Frame(125f, "Resources\\Graphics\\World\\Player\\left.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\left_1.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\left.png"), new Frame(125f, "Resources\\Graphics\\World\\Player\\left_2.png") }); animation.AddAnimation(new Animation("right") { new Frame(125f, "Resources\\Graphics\\World\\Player\\left.png") { Mirrored = (true, false) },
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Contents.graphicsDevice = GraphicsDevice; Contents.LoadAll(Content, GraphicsDevice); //animSprite = new AnimatedSprite("sprite", Contents.swordsman, 48, 43, Vector2.Zero, fps : 10, // keyboardInput: KeyboardInput.Default()); AnimatedSprite swordsman = new AnimatedSprite ("Swordsman", Contents.swordsman, 48, 43, Vector2.Zero, PlayerIndex.One, isInteractable: true, keyboardInput: KeyboardInput.None()); // Idle Animation that is played on startup swordsman.AddAnimation(EAnimation.Idle, 4, 48, 43, 433, 0, new Vector2(0, 0), 5); // Idle Animations for each direction. swordsman.AddAnimation(EAnimation.IdleLeft, 4, 48, 43, 528, 4, new Vector2(0, 0), 5); swordsman.AddAnimation(EAnimation.IdleUp, 4, 48, 43, 528, 0, new Vector2(0, 0), 5); swordsman.AddAnimation(EAnimation.IdleRight, 4, 48, 43, 480, 0, new Vector2(0, 0), 5); swordsman.AddAnimation(EAnimation.IdleDown, 4, 48, 43, 433, 0, new Vector2(0, 0), 5); // Movement Animations for each direction. swordsman.AddAnimation(EAnimation.Left, 8, 50, 50, 100, 0, new Vector2(0, 0), 12); swordsman.AddAnimation(EAnimation.Up, 12, 50, 50, 50, 0, new Vector2(0, 0), 15); swordsman.AddAnimation(EAnimation.Right, 8, 50, 50, 100, 8, new Vector2(0, 0), 12); swordsman.AddAnimation(EAnimation.Down, 12, 50, 50, 0, 0, new Vector2(0, 0), 15); swordsman.SetAnimation(EAnimation.Idle); slider = new Slider(new RectangleF(2000, 100, 100, 100)); }
protected override void LoadContent() { //use base.Content to load your game content here //load map0 layers and backbuffer base.Maps[0].CollisionLayer = CollisionLayer.FromFile("Content/layers/map1/collision.lyr"); base.Maps[0].TacticalLayer = TileLayer.FromFile(Content, "Content/layers/map1/tactical_map.lyr"); base.Maps[0].TacticalLayer.Alpha = 1.0f; base.Maps[0].Layers.Add(TileLayer.FromFile(Content, "Content/layers/map1/map1.lyr")); base.Maps[0].Layers[0].Alpha = 1f; //player setup AnimatedSprite pas = new AnimatedSprite(base.Content.Load <Texture2D>("sprites/ship_ani"), null); pas.AddAnimation(2, 64, 64, 0, 0, 10, "Idle"); pas.Animations["Idle"].UpdateType = UpdateType.Looped; pas.CurrentAnimationName = "Idle"; PlayerObject player = new PlayerObject ( "Player", new Vector2(64, 64), pas, base.Content.Load <Texture2D>("particles/particle1"), base.Content.Load <Texture2D>("particles/particle_base") ); player.CurrentMap = CurrentMap; }
public Player() { Id = "player"; AddComponent(new Position(80, 80)); AnimatedSprite sprite = new AnimatedSprite(); sprite.AddAnimation("up", new Animation(AssetManager.LoadTexture("link_up"), 12, 15, 0.2f, true)); sprite.AddAnimation("down", new Animation(AssetManager.LoadTexture("link_down"), 13, 16, 0.2f, true)); sprite.AddAnimation("left", new Animation(AssetManager.LoadTexture("link_left"), 14, 16, 0.2f, true)); sprite.AddAnimation("right", new Animation(AssetManager.LoadTexture("link_right"), 14, 16, 0.2f, true)); sprite.PlayAnimation("down"); AddComponent(sprite); AddComponent(new PlayerInput()); AddComponent(new Collision()); }
public override void Load() { sprite = new Sprite(Engine.Content.Get <Texture2D>("party")); character = new AnimatedSprite <Animations>(Engine.Content.Get <TextureAtlas>("character")); character .AddAnimation(Animations.WalkDown, new int[] { 0, 1, 2, 3 }, SpriteAnimationMode.OneTime); character.CurrentAnimation.Mode = SpriteAnimationMode.Loop; sprite.SetPosition(Engine.Canvas.Width / 2, Engine.Canvas.Height / 2); character.SetPosition(sprite.X + 100, sprite.Y + 100); sprite.SetSize(sprite.Width * 2f, sprite.Height * 2f); character.SetSize(character.Width * 4f, character.Height * 4f); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); AnimatedSprite spr = target as AnimatedSprite; if (spr.spriteSheet == null) { return; } GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector); spr.play = EditorGUILayout.Toggle("Play?", spr.play); GUILayout.Label("Current : "); string[] names = new string[spr.spriteAnimListInternal.Count]; int idx = 0; int current = 0; foreach (SpriteAnimation a in spr.spriteAnimListInternal) { names[idx] = a.name; if (a == spr.current) { current = idx; } ++idx; } int selec = EditorGUILayout.Popup(current, names); if (selec != current) { spr.currentName = names[selec]; } EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); EditorGUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); EditorGUILayout.Space(); GUILayout.Label("Name", GUILayout.Width(60)); GUILayout.Label("Start", GUILayout.Width(60)); GUILayout.Label("End", GUILayout.Width(60)); GUILayout.Label("Speed", GUILayout.Width(60)); GUILayout.Label("WrapMode", GUILayout.Width(60)); GUILayout.Space(60); EditorGUILayout.Space(); EditorGUILayout.EndHorizontal(); List <SpriteAnimation> toRemove = new List <SpriteAnimation>(); if (spr.spriteAnimListInternal != null) { List <SpriteAnimation> copyAnim = new List <SpriteAnimation>(spr.spriteAnimListInternal); int i = 0; foreach (SpriteAnimation anim in copyAnim) { EditorGUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); EditorGUILayout.Space(); anim.name = GUILayout.TextField(anim.name, GUILayout.Width(60)); anim.startFrame = EditorGUILayout.IntField(anim.startFrame, GUILayout.Width(60)); anim.endFrame = EditorGUILayout.IntField(anim.endFrame, GUILayout.Width(60)); anim.duration = EditorGUILayout.FloatField(anim.duration, GUILayout.Width(60)); anim.wrapMode = (WrapMode)EditorGUILayout.EnumPopup(anim.wrapMode, GUILayout.Width(60)); if (GUILayout.Button("-", GUILayout.Width(60))) { toRemove.Add(anim); } EditorGUILayout.Space(); EditorGUILayout.EndHorizontal(); ++i; } foreach (SpriteAnimation a in toRemove) { copyAnim.Remove(a); } spr.spriteAnimListInternal.Clear(); spr.spriteAnimListInternal.AddRange(copyAnim); spr.RebuildAnimDictionnary(); } if (GUILayout.Button("+")) { spr.AddAnimation("NewAnim", new int[] { 0, 1 }); } SpriteAnimation addedAnim = EditorGUILayout.ObjectField("Drag or choose here an anim to add", null, typeof(SpriteAnimation), false) as SpriteAnimation; if (addedAnim != null) { spr.spriteAnimListInternal.Add(addedAnim); spr.RebuildAnimDictionnary(); } EditorGUILayout.EndVertical(); }