public override ISprite Create(MarioAction action) { switch (action) { case MarioAction.Idle: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/BigIdle"), new Rectangle(0, 0, 112, 164), 1, 4, 0, 3, 4)); case MarioAction.Walk: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/BigSprint"), new Rectangle(0, 0, 124, 164), 1, 6, 0, 5, 8)); case MarioAction.Jump: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/BigJump"), new Rectangle(0, 0, 97, 162), 1, 4, 0, 3, 4)); case MarioAction.Crouch: return(new StaticSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/BigCrouch"), new Rectangle(0, 0, 113, 109))); case MarioAction.Fall: return(new StaticSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/BigFall2"), new Rectangle(0, 0, 96, 171))); case MarioAction.Dash: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/BigSprint"), new Rectangle(0, 0, 124, 164), 1, 6, 0, 5, 8)); default: //default will be idling return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/BigIdle"), new Rectangle(0, 0, 112, 164), 1, 4, 0, 3, 4)); } }
public override ISprite Create(MarioAction action) { switch (action) { case MarioAction.Idle: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/FireIdle"), new Rectangle(0, 0, 114, 167), 1, 4, 0, 3, 4)); case MarioAction.Walk: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/FireSprint"), new Rectangle(0, 0, 124, 166), 1, 6, 0, 5, 8)); /*case MarioAction.Run: * return new AnimatedSprite(MarioCloneGame.GameContent.Load<Texture2D>("Sprites/SuperMario"), new Rectangle(0, 0, 96, 128), * 1, 8, 5, 7, 6);*/ case MarioAction.Fall: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/FireFall"), new Rectangle(0, 0, 96, 180), 1, 4, 0, 3, 6)); case MarioAction.Jump: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/FireJump"), new Rectangle(0, 0, 97, 167), 1, 4, 0, 3, 4)); case MarioAction.Crouch: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/FireCrouch"), new Rectangle(0, 0, 113, 109), 1, 4, 0, 3, 4)); case MarioAction.Dash: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/FireSprint"), new Rectangle(0, 0, 124, 166), 1, 6, 0, 5, 8)); default: //default will be idling return(new StaticSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/FireIdle"), new Rectangle(0, 0, 96, 128))); } }
public void CallAction(MarioAction action) { if (marioActionMapping.ContainsKey(action)) { marioActionMapping[action](); } else { Debug.Log("Calling action that is not in dictionary" + action.ToString()); } }
public override ISprite Create(MarioAction action) { switch (action) { case MarioAction.Idle: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/SmallIdle"), new Rectangle(0, 0, 96, 143), 1, 4, 0, 3, 4)); case MarioAction.Walk: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/SmallSprint"), new Rectangle(0, 0, 104, 139), 1, 6, 0, 5, 8)); /*case MarioAction.RunRight: * return new AnimatedSprite(MarioCloneGame.GameContent.Load<Texture2D>("Sprites/SmallMario"), new Rectangle(256, 0, 64, 64), * 1, 6, 4, 5, 6); */ case MarioAction.Jump: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/SmallJump"), new Rectangle(0, 0, 77, 138), 1, 4, 0, 3, 4)); case MarioAction.Dead: return(new SingleLoopAnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/Explode"), new Rectangle(0, 0, 90, 92), 1, 6, 0, 5, 8)); case MarioAction.Fall: return(new StaticSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/SmallFall"), new Rectangle(0, 0, 81, 144))); case MarioAction.Dash: return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/SmallSprint"), new Rectangle(0, 0, 104, 139), 1, 6, 0, 5, 8)); default: //default will be idling return(new AnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/SmallIdle"), new Rectangle(0, 0, 96, 143), 1, 4, 0, 3, 4)); } }
public abstract ISprite Create(MarioAction action);
public override ISprite Create(MarioAction action) { return(new SingleLoopAnimatedSprite(MarioCloneGame.GameContent.Load <Texture2D>("CustomSprites/Explode"), new Rectangle(0, 0, 90, 92), 1, 6, 0, 5, 8)); }