예제 #1
0
파일: Player.cs 프로젝트: GodLesZ/svn-dump
		public Player() {
			idle = new Animation( new Vector2( 0, 116 ), new Vector2( 21, 24 ), 16, 9, 0, 0, 0 );
			up = new Animation( new Vector2( 31, 146 ), new Vector2( 19, 22 ), 0, 11, 0, 0, 2 );
			down = new Animation( new Vector2( 31, 116 ), new Vector2( 19, 22 ), 0, 11, 0, 0, 2 );
			right = new Animation( new Vector2( 180, 146 ), new Vector2( 21, 22 ), 0, 11, 0, 0, 2 );
			left = new Animation( new Vector2( 210, 116 ), new Vector2( 22, 22 ), 0, 11, 0, 0, 2 );
		}
예제 #2
0
		public static void DrawAnimation( SpriteBatch sb, Texture2D spriteSheet, Animation animation, GameTime gt, Vector2 position, Boolean vertical, float animationSpeed ) {
			animation.elapsed += gt.ElapsedGameTime.TotalSeconds;
			if( animation.elapsed > animationSpeed ) {
				if( vertical == false ) {
					if( animation.numFrames > 0 ) {
						animation.currentFrame.X += animation.frameSize.X + animation.horizontalSpace;
						animation.elapsed = 0;
						++animation.actualFrame;
						if( animation.actualFrame >= animation.numFrames ) {
							animation.actualFrame = 0;
							animation.currentFrame = animation.firstFrame;
						}
					}
				} else {
					if( animation.numFrames > 0 ) {
						animation.currentFrame.Y += animation.frameSize.Y + animation.verticalSpace;
						animation.elapsed = 0;
						++animation.currentRow;
						++animation.actualFrame;
						if( animation.currentRow >= animation.numRows ) {
							animation.currentRow = 0;
							animation.actualFrame = 0;
							animation.currentFrame = animation.firstFrame;
						}
					}
				}
			}

			sb.Draw( spriteSheet, new Vector2( position.X, position.Y ), new Rectangle( (int)animation.currentFrame.X, (int)animation.currentFrame.Y, (int)animation.frameSize.X, (int)animation.frameSize.Y ), Color.White );
		}
예제 #3
0
		public static void DrawAnimation( SpriteBatch sb, Texture2D spriteSheet, Character character, Animation animation, GameTime gt, float animationSpeed ) {
			animation.elapsed += gt.ElapsedGameTime.TotalSeconds;
			if( animation.elapsed > animationSpeed ) {
				if( animation.numFrames > 0 ) {
					animation.currentFrame.X += animation.frameSize.X + animation.horizontalSpace;
					animation.elapsed = 0;
					++animation.actualFrame;
					if( animation.actualFrame >= animation.numFrames ) {
						animation.actualFrame = 0;
						animation.currentFrame = animation.firstFrame;
					}
				}
			}

			sb.Draw( spriteSheet, new Vector2( character.PlayerPosition.X, character.PlayerPosition.Y ), new Rectangle( (int)animation.currentFrame.X, (int)animation.currentFrame.Y, (int)animation.frameSize.X, (int)animation.frameSize.Y ), Color.White );
		}
예제 #4
0
		public Explosion( Vector2 position ) {
			BomberMan.explosions.Add( this );
			this.position = position;
			flameMiddle = new Animation( new Vector2( 60, 30 ), new Vector2( 16, 16 ), 0, 74, 0, 0, 4 );
			flameLeft = new Animation( new Vector2( 28, 30 ), new Vector2( 16, 16 ), 0, 74, 0, 0, 4 );
			flameRight = new Animation( new Vector2( 92, 30 ), new Vector2( 16, 16 ), 0, 73, 0, 0, 4 );
			flameUp = new Animation( new Vector2( 60, 0 ), new Vector2( 16, 14 ), 0, 0, 74, 0, 4 );
			positionLeft = new Vector2( position.X - flameMiddle.frameSize.X, position.Y );
			positionRight = new Vector2( position.X + flameMiddle.frameSize.X - 1, position.Y );
			lefMiddle.X = positionLeft.X + 8;
			lefMiddle.Y = positionLeft.Y + 8;
			middleMiddle.X = position.X + 8;
			middleMiddle.Y = position.Y + 8;
			rightMiddle.Y = positionRight.Y + 8;
			rightMiddle.X = positionRight.X + 8;
		}
예제 #5
0
		public Animator( SpriteBatch sb, Animation animation, string animationName ) {
			this.sb = sb;
			animations.Add( (object)animationName, animation );
		}
예제 #6
0
파일: Bomb.cs 프로젝트: GodLesZ/svn-dump
		public Bomb( Character owner ) {
			this.owner = owner;
			timer = new Animation( new Vector2( 0, 0 ), new Vector2( 17, 16 ), 14, 0, 2, 0, 2 );
			explosion = new Animation();
		}
예제 #7
0
 public Animator(SpriteBatch sb, Animation animation, string animationName)
 {
     this.sb = sb;
     animations.Add((object)animationName, animation);
 }