public AnimationUpdater(Game1 game) : base(game) { slashAtkTexture = new AnimatedTexture(Vector2.Zero, 0, 0, 0); slashAtkTexture.Load(Game.Content, "slash attack ani", 7, 30); slashAtkTexture.Stop(); // TODO: Construct any child components here }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public bool UpdateAni(AnimatedTexture aniTx, float elapsed) { // TODO: Add your update code here aniTx.UpdateFrame(elapsed); if (aniTx.Frame / (aniTx.framecount - 1) == 1) { aniTx.Stop(); return(false); } return(true); //base.Update(gameTime); }
public void SubScrnClick(GameTime gameTime) { SoundEffect[] fxArr = SoundUpdater.fxList; currentCursor = custCursorDown; if (newMState != oldMState) { //gender selection screen - check for click on male (string M) or female (string F) if (Game1.chooseGender) { if (newMState.Y >= 360 && newMState.Y <= 360 + localFont.MeasureString(Game1.M).Y) { if (newMState.X >= 280 && newMState.X <= 280 + localFont.MeasureString(Game1.M).X) { myGame.player.gender = Game1.M; Game1.messageGender = "Young Norseman"; //newGame = false; Game1.chooseGender = false; Game1.chooseClass = true; } else if (newMState.X >= 330 && newMState.X <= 330 + localFont.MeasureString(Game1.F).X) { myGame.player.gender = Game1.F; Game1.messageGender = "Fair Norsemaiden"; //newGame = false; Game1.chooseGender = false; Game1.chooseClass = true; } myGame.messageString = "Voices from a higher plane speak unto you: \n" + Game1.messageGender + ", peace hath prevailed in Valhalla since the destruction\n " + "of the physical realms: Ragnarok. But we grow weary of the calm, and\n " + "so, hath wound back the hands of time to restore that which was.\n" + "We must ask now for proof, through the justness of thine actions,\n" + "that the realm of Midgard be worth saving. (Press any key to continue)"; } } else if (Game1.chooseClass) //left-click on the class select screen { Random r = new Random(); Player plrBase = myGame.player; Weapon startWep = null; //player's starting weapon bool isStWepRanged = false; Armor startAmr = null; Vector2 sPos = plrBase.startingPos; string pName = myGame.enteredKeys; string pGen = plrBase.gender; string classN = null, wepN = null, amrN = null, aniTxName = null, txName = null; int wAtk = 0, wDef = 0, wToHit = 0, wWeight = 0, amrDef = 0, amrWgt = 0, aniFrameCount = 0, aniFPS = 0; Texture2D wepTx = null, amrTx = null; //int noOfArrows = 0; AnimatedTexture pSprite = myGame.animTest; //check for click on the top row of classes if (newMState.Y >= 160 && newMState.Y <= 300) { if (newMState.X >= 50 && newMState.X <= 250) { classN = "Viking"; wepN = "battle-axe"; wepTx = Game.Content.Load <Texture2D>(wepN); txName = "viking"; aniTxName = "viking ani"; aniFrameCount = 6; aniFPS = 3; amrN = "chain mail"; amrTx = Game.Content.Load <Texture2D>("hide cuirass"); amrDef = 3; amrWgt = 7; wAtk = 5; wDef = 0; wToHit = 4; wWeight = 9; Game1.newGame = false; Game1.chooseClass = false; //plr = Game1.player; } else if (newMState.X >= 275 && newMState.X <= 475) { //plr.cClass = "alchemist"; classN = "Medicine "; wepN = "leister"; wepTx = Game.Content.Load <Texture2D>(wepN); amrN = "hide cuirass"; amrTx = Game.Content.Load <Texture2D>(amrN); //armor = new Armor("hide cuirass", r.Next(0, 3), 2, false, 6); wAtk = 3; wDef = 1; wToHit = 8; wWeight = 4; amrDef = 1; amrWgt = 4; aniFrameCount = 8; aniFPS = 4; if (plrBase.gender == "Male") { classN += "Man"; txName = "alchemist";//("alchemist"); aniTxName = "alchemist frames"; } else { classN += "Woman"; txName = "femalchemist";//("alchemist"); aniTxName = "femalchemist frames"; } Game1.newGame = false; Game1.chooseClass = false; //plr = Game1.player; } else if (newMState.X > 475) { classN = "Survivalist"; wepN = "long bow"; isStWepRanged = true; amrN = "hide cuirass"; amrDef = 1; amrWgt = 4; amrTx = Game.Content.Load <Texture2D>(amrN); wepTx = Game.Content.Load <Texture2D>(wepN); //noOfArrows = r.Next(10, 21); if (plrBase.gender == "Male") { aniTxName = "survivalist ani"; aniFrameCount = 3; aniFPS = 3; } else { aniTxName = "survivalist f"; aniFrameCount = 2; aniFPS = 1; } txName = "survivalist"; wAtk = 1; wDef = 0; wToHit = 5; wWeight = 5; Game1.newGame = false; Game1.chooseClass = false; } if (classN != null) { if (isStWepRanged) { startWep = new RangedWep(wepTx, wepN, r.Next(0, 2), wAtk, wDef, false, wWeight, wToHit, new Weapon(Item.arrowTx, "arrow", 3, 4, 1, 7)); } else { startWep = new Weapon(wepTx, wepN, r.Next(0, 2), wAtk, wDef, false, wWeight, wToHit); } startAmr = new Armor(amrTx, amrN, r.Next(0, 2), amrDef, false, amrWgt); /*Game1.player*/ plr = new Player(Game.Content.Load <Texture2D>(txName), classN, sPos, pName, pGen, startWep, startAmr); plr.curTile = Game1.visibleTilesArray[3, 3]; plr.skeleton = Game.Content.Load <Texture2D>("tombstone"); pSprite.Load(Game.Content, aniTxName, aniFrameCount, aniFPS); Game1.newGame = false; Game1.chooseClass = false; myGame.player = plr; } } } } if (oldMState.LeftButton == ButtonState.Released) { Game1.sndUpdater.UpdateSound(fxArr[(int)SoundUpdater.EffectsIDs.clickFX]); } oldMState = newMState; base.Update(gameTime); }