public void LoadContent() { int rand = PlatformerGame.RandomBetween(0, 100); if (rand >= 0 && rand <= 25) { idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/donut"), 0.1f, false); } else if (rand > 25 && rand <= 50) { idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/duff"), 0.1f, false, 71); } else if (rand > 50 && rand <= 75) { idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/chunli"), 0.1f, false, 40); } else if (rand > 75) { idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/winning"), 0.1f, false, 200); } sprite.PlayAnimation(idleAnimation); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 1.5); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.7); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
/// <summary> /// Loads the player sprite sheet and sounds. /// </summary> public void LoadContent() { // Load animated textures. baseGraphic = new Animation(Game.Content.Load<Texture2D>("Sprites/Weapons/shotgun"), 0.1f, false); muzzleFire = new Animation(Game.Content.Load<Texture2D>("Sprites/Weapons/shotgun_muzzle"), 0.01f, false); shotSound = Game.Content.Load<SoundEffect>("Sounds/shotgunBlastSound"); }
public void PlayAnimation(Animation animation) { if (Animation == animation) return; this.animation = animation; FrameIndex = 0; Time = 0.0f; }
/// <summary> /// Begins or continues playback of an animation. /// </summary> public void PlayAnimation(Animation animation) { // If this animation is already running, do not restart it. if (Animation == animation) return; // Start the new animation. this.animation = animation; this.frameIndex = 0; this.time = 0.0f; }
/// <summary> /// Loads the player sprite sheet and sounds. /// </summary> public void LoadContent() { // Load animated textures. bulletGraphic = new Animation(Game.Content.Load<Texture2D>("Sprites/Weapons/shell"), 0.1f, false); // Calculate bounds within texture size. int width = (int)(bulletGraphic.FrameWidth * 0.6); int left = ((bulletGraphic.FrameWidth - width) / 2) + 2; int height = (int)(bulletGraphic.FrameWidth * 0.8); int top = bulletGraphic.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
/// <summary> /// Loads a particular spike sprite sheet and sounds. /// </summary> public void LoadContent() { idleAnimation = new Animation(Level.Content.Load<Texture2D>("Tiles/spike"), 0.1f, false); sprite.PlayAnimation(idleAnimation); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.35); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.7); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
public Actor(World world, Animation animation, Vector2 position, Vector2 bodySize) { _animation = animation; _capsuleCollider = BodyFactory.CreateCapsule(world, bodySize.Y * pixelToUnit, bodySize.X / 2 * pixelToUnit, 1); _capsuleCollider.BodyType = BodyType.Dynamic; _capsuleCollider.FixedRotation = true; _BodySize = bodySize; _Position = position; _capsuleCollider.Friction = 0; // doesn't effect X-motion because we assign it, directly _velocity = new Vector2(0, 5); }
/// <summary> /// Loads the player sprite sheet and sounds. /// </summary> public void LoadContent() { // Load animated textures. bulletGraphic = new Animation(Game.Content.Load<Texture2D>("Sprites/Weapons/firebreath"), 0.1f, true, 60); bulletSprite.PlayAnimation(bulletGraphic); // Calculate bounds within texture size. int width = (int)(bulletGraphic.FrameWidth * 0.4); int left = (bulletGraphic.FrameWidth - width) / 2; int height = (int)(bulletGraphic.FrameWidth * 0.8); int top = bulletGraphic.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
/// <summary> /// Loads a particular knife sprite sheet and sounds. /// </summary> public void LoadContent() { idleAnimation = new Animation(game.Content.Load<Texture2D>("Sprites/Weapons/knife_idle"), 0.1f, false, 50); attackAnimation = new Animation(game.Content.Load<Texture2D>("Sprites/Weapons/knife"), 0.1f, false, 50); sprite.PlayAnimation(idleAnimation); knifeSound = game.Content.Load<SoundEffect>("Sounds/knifeSound"); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = 10; int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
public void LoadContent() { // Load animated textures. bulletGraphic = new Animation(Game.Content.Load<Texture2D>("Sprites/Weapons/explosion"), 0.1f, false); bulletSprite.PlayAnimation(bulletGraphic); bulletSprite.AnimationCompleted += new AnimationCompletedHanler(bulletSprite_AnimationCompleted); // Calculate bounds within texture size. int width = (int)(bulletGraphic.FrameWidth); int left = (bulletGraphic.FrameWidth - width) / 2; int height = (int)(bulletGraphic.FrameWidth); int top = bulletGraphic.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
public override void Load(string xmlPath) { base.Load(xmlPath); Animations["Alive"].Looping = true; CurrentAnimation = new Animation(Animations["Alive"]); }
protected override void Kill() { IsAlive = false; CurrentAnimation = new Animation(Animations["Dead"]); }
public void LoadContent(string spriteSet) { spriteSet = "Sprites/" + spriteSet + "/"; runAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Run"), 0.1f, true); idleAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Idle"), 0.15f, true); dieAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Die"), 0.07f, false); sprite.PlayAnimation(idleAnimation); int width = (int)(idleAnimation.FrameWidth * 0.35); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameHeight * 0.7); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
/// <summary> /// Loads a particular object sprite sheet. /// </summary> public virtual void LoadContent() { // Load animations. string spriteSet = "Sprites/Objects/" + objectType; animation = new Animation(Session.GameplayScreen.ScreenManager.Game.Content.Load<Texture2D>(spriteSet), 0.1f, true, true); sprite.PlayAnimation(animation); }
public void StopAnimation() { // Stop the animation this.animation = null; this.frameIndex = 0; this.time = 0.0f; }
/// <summary> /// Loads the player sprite sheet and sounds. /// </summary> public void LoadContent() { // Load animated textures. idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Idle"), 0.1f, true); runAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Run"), 0.1f, true); jumpAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Jump"), 0.1f, false); celebrateAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Celebrate"), 0.1f, false); dieAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Die"), 0.1f, false); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); // Load sounds. killedSound = Level.Content.Load<SoundEffect>("Sounds/PlayerKilled"); jumpSound = Level.Content.Load<SoundEffect>("Sounds/PlayerJump"); fallSound = Level.Content.Load<SoundEffect>("Sounds/PlayerFall"); }
/// <summary> /// Loads a particular enemy sprite sheet and sounds. /// </summary> public void LoadContent(string spriteSet) { // Load animations. String tempSprite = spriteSet; spriteSet = "Sprites/" + spriteSet + "/"; /*if (tempSprite.Equals("MonsterA") || tempSprite.Equals("MonsterB")) { gawkAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Gawk"), 0.1f, true); } else if (tempSprite.Equals("MonsterC")) deathAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Death"), 0.1f, false);*/ runAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Run"), 0.1f, true); idleAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Idle"), 0.1f, true); runAnimation.setWindowWidth(64); idleAnimation.setWindowWidth(64); sprite.PlayAnimation(idleAnimation); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.35); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.7); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
/// <summary> /// Loads a particular knife sprite sheet and sounds. /// </summary> public void LoadContent() { this.Reset(); explosion = new GrenadeExplosion(game, position, _player); idleAnimation = new Animation(game.Content.Load<Texture2D>("Sprites/Weapons/bomb"), 0.1f, true); sprite.PlayAnimation(idleAnimation); explosionSound = game.Content.Load<SoundEffect>("Sounds/explosionSound"); throwSound = game.Content.Load<SoundEffect>("Sounds/throwSound"); bombSound = game.Content.Load<SoundEffect>("Sounds/bombSound"); bombSoundInstance = bombSound.CreateInstance(); bombSoundInstance.IsLooped = true; bombSoundInstance.Volume = 0.55f; // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = 10; int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
/// <summary> /// Loads a particular enemy sprite sheet and sounds. /// </summary> public virtual void LoadContent(string spriteSet) { // Load animations. spriteSet = "Sprites/" + spriteSet + "/"; runAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Run"), 0.1f, true); idleAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Idle"), 0.15f, true); sprite.PlayAnimation(idleAnimation); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.35); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.7); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
/// <summary> /// Loads the player sprite sheet and sounds. /// </summary> public void LoadContent(ContentManager content) { // Load animated textures. idleRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Idle-Right"), 0.1f, true); idleLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Idle-Left"), 0.1f, true); runRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Walk-Right"), 0.1f, true); runLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Walk-Left"), 0.1f, true); fallRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Fall-Right"), 0.15f, true); fallLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Fall-Left"), 0.15f, true); jumpRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Jump-Right"), 0.05f, delegate { sprite.PlayAnimation(fallRightAnimation); }); jumpLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Jump-Left"), 0.05f, delegate { sprite.PlayAnimation(fallLeftAnimation); }); dieRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Spiked-Right"), 0.05f, false); dieLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Spiked-Left"), 0.05f, false); drownRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Drown-Right"), 0.1f, true); drownLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Drown-Left"), 0.1f, true); ladderUpAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Ladder"), 0.15f, true); ladderDownAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Ladder"), 0.1f, true); // Calculate bounds within texture size. float width = idleLeftAnimation.FrameWidth * 0.4f; float left = (idleLeftAnimation.FrameWidth - width) / 2; float height = idleLeftAnimation.FrameWidth * 0.8f; float top = idleLeftAnimation.FrameHeight - height; localBounds = new RectangleF(left, top, width, height); // Load sounds. killedSound = content.Load<SoundEffect>("Sounds/PlayerKilled"); jumpSound = content.Load<SoundEffect>("Sounds/PlayerJump"); fallSound = content.Load<SoundEffect>("Sounds/PlayerFall"); spikeImpaleSound = content.Load<SoundEffect>("Sounds/PlayerKilledSpike"); //spikeImpaleSound = jumpSound; waterDrownSound = content.Load<SoundEffect>("Sounds/PlayerKilledWater"); fallImpactSound = content.Load<SoundEffect>("Sounds/PlayerKilledFall"); //fallImpactSound = jumpSound; }
/// <summary> /// Loads the player sprite sheet and sounds. /// </summary> public void LoadContent() { // Load animated textures. idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Idle"), 0.1f, true); runAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Run"), 0.1f, true); jumpAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Jump"), 0.1f, false); dieAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Die"), 0.1f, false); crouchAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/crouch"), 0.1f, false); attackAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Attack"), 0.1f, false); attackAnimation.setWindowWidth(128); crouchAnimation.setWindowWidth(64); idleAnimation.setWindowWidth(64); runAnimation.setWindowWidth(64); jumpAnimation.setWindowWidth(64); dieAnimation.setWindowWidth(128); dieAnimation.setFrameTime(0.75F); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
public void LoadContent() { string root = "Sprites/Player/"; idleAnimation = new Animation(Level.Content.Load<Texture2D>(root + "Idle"), 0.1f, true); runAnimation = new Animation(Level.Content.Load<Texture2D>(root + "Run"), 0.1f, true); jumpAnimation = new Animation(Level.Content.Load<Texture2D>(root + "Run"), 0.1f, false); dieAnimation = new Animation(Level.Content.Load<Texture2D>(root + "Idle"), 0.1f, false); celebrateAnimation = new Animation(Level.Content.Load<Texture2D>(root + "Run"), 0.1f, false); powerUpSound = Level.Content.Load<SoundEffect>("Sounds/Powerup"); int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
public virtual void Load(string xmlPath) { var element = XElement.Load(xmlPath); var xanimations = element.Elements(); foreach (var animation in xanimations) { // ReSharper disable PossibleNullReferenceException string name = animation.Element("Name").Value; int fps = int.Parse(animation.Element("FramesPerSecond").Value); string fileName = animation.Element("FileName").Value; bool looping = bool.Parse(animation.Element("Looping").Value); int frames = 0; var rects = new List<Rectangle>(); foreach (XElement frame in animation.Descendants("Clips")) { int x = int.Parse(frame.Element("x").Value); int y = int.Parse(frame.Element("y").Value); int w = int.Parse(frame.Element("w").Value); int h = int.Parse(frame.Element("h").Value); var rect = new Rectangle(x, y, w, h); rects.Add(rect); frames++; } // ReSharper restore PossibleNullReferenceException var anim = new Animation(_content.Load<Texture2D>(fileName), rects, name) { FramesPerSecond = fps, Looping = looping }; anim.Finish += AnimationFinish; Animations.Add(name, anim); } }
// Messy but it works public Animation(Animation copy) { Texture = copy.Texture; Color = copy.Color; Origin = copy.Origin; Rotation = copy.Rotation; Scale = copy.Scale; Effects = copy.Effects; Clips = copy.Clips; FrameIndex = 0; Finished = false; NumFrames = copy.NumFrames; Name = copy.Name; timeElapsed = 0; Looping = copy.Looping; timePerFrame = copy.timePerFrame; Finish = copy.Finish; FrameSize = copy.FrameSize; LoopingFor = copy.LoopingFor; BoundingBoxes = copy.BoundingBoxes; }
/// Loads a particular enemy sprite sheet and sounds. /// </summary> public override void LoadContent(string spriteSet) { debugTexture = new Texture2D(Level.Game.ScreenManager.GraphicsDevice, 1, 1); debugTexture.SetData(new Color[] { Color.White }); // Load animations. base.LoadContent(spriteSet); fireAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/" + spriteSet + "/Fire"), 0.1f, true); jumpAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/" + spriteSet + "/Jump"), 0.1f, true); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.4); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); dummyTexture = new Texture2D(Level.Game.ScreenManager.GraphicsDevice, 1, 1); dummyTexture.SetData(new Color[] { Color.White }); fireSound = level.Content.Load<SoundEffect>("Sounds/smb_bowserfire"); hitSound = level.Content.Load<SoundEffect>("Sounds/hitSound"); bowserFallSound = level.Content.Load<SoundEffect>("Sounds/smb_bowserfalls"); health = 100.0f; }
/// <summary> /// Loads the player sprite sheet and sounds. /// </summary> public void LoadContent() { // Load animated textures. idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_idle"), 0.1f, true); runAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_running"), 0.1f, true); jumpAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_jump"), 0.1f, false); celebrateAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Celebrate"), 0.1f, false); dieAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_die"), 0.1f, false); rollAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_roll2"), 0.1f, false); grenadeAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_grenade"), 0.1f, false); killedSound = Level.Content.Load<SoundEffect>("Sounds/killedSound"); jumpSound = Level.Content.Load<SoundEffect>("Sounds/jumpSound"); rollSound = Level.Content.Load<SoundEffect>("Sounds/rollSound"); hitSound = Level.Content.Load<SoundEffect>("Sounds/hitSound"); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); m_handgun = new HandGun(level, position, this); m_shotgun = new Shotgun(level, position, this); m_knife = new Knife(level, position, this); m_bomb = new Grenade(level, position, this); weapon = m_handgun; font = level.Content.Load<SpriteFont>("Fonts/Hud"); }
private void StateChanged(PlayerState newState) { if (PreviousAnimation != null) PreviousAnimation = CurrentAnimation; string key = newState.ToString(); CurrentAnimation = new Animation(Animations[key]); }
public void LoadContent(string idle, string run, string jump, string death, string roll, string grenade) { // Load animated textures. idleAnimation = new Animation(Level.Content.Load<Texture2D>(idle), 0.1f, true); runAnimation = new Animation(Level.Content.Load<Texture2D>(run), 0.1f, true); jumpAnimation = new Animation(Level.Content.Load<Texture2D>(jump), 0.1f, false); dieAnimation = new Animation(Level.Content.Load<Texture2D>(death), 0.1f, false); rollAnimation = new Animation(Level.Content.Load<Texture2D>(roll), 0.1f, false); grenadeAnimation = new Animation(Level.Content.Load<Texture2D>(grenade), 0.1f, false); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
private void playAnimationForSprite(int i, Animation animation) { AnimationPlayer player = sprites[i]; player.PlayAnimation(animation); sprites[i] = player; }
/// <summary> /// Load the texture assets and position the spawner. /// </summary> /// <param name="content">The content manager for loading assets,</param> private void initialise(ContentManager content) { //load textures this.activated = new Animation(content.Load<Texture2D>("Activatable/spawner_on"), 0.15f, true); this.deactivated = new Animation(content.Load<Texture2D>("Activatable/spawner_off"), 0.15f, false); this.spawn = new Animation(content.Load<Texture2D>("Activatable/spawner_spawn"), 0.12f, delegate { animation.PlayAnimation(activated); }); SetSpawnState(isActive); }