protected override void LoadContent() { CelCount celCount = new CelCount(9, 1); celAnimationManager.AddAnimation("orc_left", "orc_left", celCount, 10); celAnimationManager.AddAnimation("orc_right", "orc_right", celCount, 10); celAnimationManager.AddAnimation("orc_up", "orc_up", celCount, 10); celAnimationManager.AddAnimation("orc_down", "orc_down", celCount, 10); celAnimationManager.ToggleAnimation("orc_left"); celCount = new CelCount(6, 1); celAnimationManager.AddAnimation("orc_slash_left", "orc_slash_left", celCount, 10); celAnimationManager.AddAnimation("orc_slash_right", "orc_slash_right", celCount, 10); celAnimationManager.AddAnimation("orc_slash_up", "orc_slash_up", celCount, 10); celAnimationManager.AddAnimation("orc_slash_down", "orc_slash_down", celCount, 10); celAnimationManager.AddAnimation("orc_dead", "orc_dead", celCount, 10); celCount = new CelCount(8, 1); celAnimationManager.AddAnimation("orc_shield_left", "orc_shield_left", celCount, 10); celAnimationManager.AddAnimation("orc_shield_right", "orc_shield_right", celCount, 10); celAnimationManager.AddAnimation("orc_shield_up", "orc_shield_up", celCount, 10); celAnimationManager.AddAnimation("orc_shield_down", "orc_shield_down", celCount, 10); celCount = new CelCount(1, 1); celAnimationManager.AddAnimation("heart", "..//Misc//heart", celCount, 10); celAnimationManager.AddAnimation("heart_broken", "..//Misc//heart_broken", celCount, 10); celAnimationManager.AddAnimation("orc_grave", "orc_grave", celCount, 10); }
public SpriteAnimation(string animationName, string textureName, int fps, int numberOfCols, int numberOfRows) { this.AnimationName = animationName; this.FPS = fps; this.TextureName = textureName; this.CellCount = new CelCount(numberOfCols, numberOfRows); isPaused = true; }
/* public void Load(SpriteBatch spriteBatch,SpriteFont _damage) * { * this.spriteBatch = spriteBatch; * font_damage = _damage; * }*/ protected override void LoadContent() { CelCount celCount = new CelCount(3, 1); celAnimationManager.AddAnimation("my_ghost", "my_ghost", celCount, 10); frameheight = celAnimationManager.GetAnimationFrameHeight("my_ghost"); frameWidth = celAnimationManager.GetAnimationFrameWidth("my_ghost"); celAnimationManager.ToggleAnimation("my_ghost"); celAnimationManager.AddAnimation("Ghost_death", "Ghost_death", celCount, 10); frameheight = celAnimationManager.GetAnimationFrameHeight("Ghost_death"); frameWidth = celAnimationManager.GetAnimationFrameWidth("Ghost_death"); celAnimationManager.ToggleAnimation("Ghost_death"); }
protected override void LoadContent() { CelCount celCount = new CelCount(9, 1); celAnimationManager.AddAnimation("skeleton_left", "..//Enemy//Skeleton//skeleton_left", celCount, 10); celAnimationManager.AddAnimation("skeleton_right", "..//Enemy//Skeleton//skeleton_right", celCount, 10); celAnimationManager.AddAnimation("skeleton_up", "..//Enemy//Skeleton//skeleton_up", celCount, 10); celAnimationManager.AddAnimation("skeleton_down", "..//Enemy//Skeleton//skeleton_down", celCount, 10); celCount = new CelCount(6, 1); celAnimationManager.AddAnimation("skeleton_attac_left", "..//Enemy//Skeleton//skeleton_attac_left", celCount, 10); celAnimationManager.AddAnimation("skeleton_attac_right", "..//Enemy//Skeleton//skeleton_attac_right", celCount, 10); celAnimationManager.AddAnimation("skeleton_attac_up", "..//Enemy//Skeleton//skeleton_attac_up", celCount, 10); celAnimationManager.AddAnimation("skeleton_attac_down", "..//Enemy//Skeleton//skeleton_attac_down", celCount, 10); }
/* public void Load(SpriteBatch spriteBatch,SpriteFont _damage) * { * this.spriteBatch = spriteBatch; * font_damage = _damage; * }*/ protected override void LoadContent() { CelCount celCount = new CelCount(8, 1); celAnimationManager.AddAnimation("Ramona_Swing", "Ramona_Swing", celCount, 10); celAnimationManager.PauseAnimation("Ramona_Swing"); celCount = new CelCount(8, 1); celAnimationManager.AddAnimation("Ramona_Slam", "Ramona_Slam", celCount, 10); celAnimationManager.PauseAnimation("Ramona_Slam"); celCount = new CelCount(8, 1); celAnimationManager.AddAnimation("Ramona_run", "Ramona_run", celCount, 10); frameheight = celAnimationManager.GetAnimationFrameHeight("Ramona_run"); frameWidth = celAnimationManager.GetAnimationFrameWidth("Ramona_run"); celAnimationManager.ToggleAnimation("Ramona_run"); }
/// <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); // Load sounds string musicPath = @"Sounds\Music"; string fxPath = @"Sounds\SoundFX\"; soundManager.LoadContent(musicPath, fxPath); CelCount celCount = new CelCount(5, 25); celAnimationManager.AddAnimation("canada", "canada test", celCount, 10); celAnimationManager.ResumeAnimation("canada"); celCount = new CelCount(5, 25); celAnimationManager.AddAnimation("israel", "israel", celCount, 10); celAnimationManager.ResumeAnimation("israel"); }
/// <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); particleService = new ParticleService(this, GraphicsDevice); Components.Add(particleService); // Load sounds string musicPath = @"Sounds\Music"; string fxPath = @"Sounds\SoundFX\"; soundManager.LoadContent(musicPath, fxPath); CelCount celCount = new CelCount(5, 25); /* celAnimationManager.AddAnimation("Aura", "Aura", celCount, 10); * celAnimationManager.ResumeAnimation("Aura");*/ countryList = new List <string>() { "Australia", "Brazil", "Canada", "China", "Ethiopia", "France", "India", "Israel", "Italy", "Jamaica", "Japan", "Macedonia", "North Korea", "Philippines", "South Africa", "South Korea", "Switzerland", "Turkey", "USA" }; foreach (var country in countryList) { celCount = new CelCount(5, 25); celAnimationManager.AddAnimation(country, country, celCount, 10); celAnimationManager.ResumeAnimation(country); } font30 = Content.Load <SpriteFont>(@"Fonts\KaushanScript30"); font30static = font30; font300 = Content.Load <SpriteFont>(@"Fonts\KaushanScript300"); button_texture = Content.Load <Texture2D>(@"Textures\Controls\Button1"); }