/// <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); // TODO: use this.Content to load your game content here Movement m = new Movement(); animlinker al1 = new animlinker(); Animation test = new Animation(); test.framenumber = 2; test.framesize = new Vector2(90, 90); test.offset = 0; test.row = 1; test.rowamount = 2; test.tex = Content.Load <Texture2D>("Plankton_Pepe"); al1.links.Add(Fighter.State.walking, test); main = new Fighter(); ms.add(main); main.Components.Add(al1); dummy = new Fighter(); ms.add(dummy); Movement fads = (Movement)dummy.getcomponent(typeof(Movement)); fads.x = -10; ds.fighters.Add(dummy); ds.fighters.Add(main); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here ms.update_mo(); /* * if(main.mystate == Fighter.State.punching) * { * //insert code to see if other fighter is in range, if they are : * var damage_system.damage(other fighter, getpowerforstate(main.mystate)); * * } */ animlinker temp = (animlinker)main.getcomponent(typeof(animlinker)); if (temp.links[Fighter.State.walking].currentframe < 2) { temp.links[Fighter.State.walking].currentframe += 1; } else { temp.links[Fighter.State.walking].currentframe = 0; } ds.update(); base.Update(gameTime); }
public void drawfighter(SpriteBatch sb, Fighter f) { //turn this into a switch soon if (f.mystate == Fighter.State.walking) { //get the animlinker to find the animation for the current state, animlinker al = (animlinker)f.getcomponent(typeof(animlinker)); //get the movement to get the position of the dudeman Movement m = (Movement)f.getcomponent(typeof(Movement)); //get the animation Animation a = al.links[Fighter.State.walking]; //Draw it baby sb.Draw(a.tex, new Rectangle(m.x, m.y, 100, 100), findsourcerect(a), Color.White); } }