public GameObject(Vector2 pos, AnimationTexture animTex) : this() { this.position = pos; this.aT = animTex; scaler = 1.0f; }
public void Initialize(Vector2 pos, float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight, AnimatedSpriteSheet animSS, AnimationTexture animTex, TimeSpan timeToLive, float scaler, Character owner) { this.position = pos; this.mass = mass; this.velocity = velocity; if (animSS != null) { Vector2 temp = animSS.getBoundingBox(); this.boundingBox.X = (int)pos.X; this.boundingBox.Y = (int)pos.Y; this.boundingBox.Width = (int)(temp.X * scaler); this.boundingBox.Height = (int)(temp.Y * scaler); this.aSS = animSS; } else if (animTex != null) { Vector2 temp = animTex.getBoundingBox(); this.boundingBox.X = (int)pos.X; this.boundingBox.Y = (int)pos.Y; this.boundingBox.Width = (int)(temp.X * scaler); this.boundingBox.Height = (int)(temp.Y * scaler); this.aT = animTex; } this.isActive = true; this.ttl = timeToLive; this.scaler = scaler; this.owner = owner; this.currentRotation = MathHelper.ToRadians(random.Next(75)); this.rotVal += MathHelper.ToRadians(random.Next(7) + 1); }
public Projectile(Vector2 pos, float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight, AnimationTexture animT, TimeSpan timeToLive, float scaler) : base(pos, mass, velocity, boundingBoxWidth, boundingBoxHeight, animT) { this.ttl = timeToLive; this.owner = null; }
public void LoadTextures(ContentManager content, String prefix) { //String prefix = "Player\\player"; idle = new AnimationTexture(TimeSpan.Zero, true); idle.AddFrame(content.Load <Texture2D>(@prefix + "_idle")); idle.ResetTimer(TimeSpan.Zero); idle.SetFrameRate(0.0001); idle.ReStartAnimation(TimeSpan.Zero); run = new AnimationTexture(TimeSpan.Zero, true); try { run.AddFrame(content.Load <Texture2D>(@prefix + "_run2")); run.AddFrame(content.Load <Texture2D>(@prefix + "_run1")); run.AddFrame(content.Load <Texture2D>(@prefix + "_run2")); run.AddFrame(content.Load <Texture2D>(@prefix + "_run3")); run.SetFrameRate(5.0); run.ReStartAnimation(TimeSpan.Zero); run.ResetTimer(TimeSpan.Zero); } catch (Exception e) { run = idle; } try { jump = new AnimationTexture(TimeSpan.Zero, false); jump.AddFrame(content.Load <Texture2D>(@prefix + "_jump1")); jump.AddFrame(content.Load <Texture2D>(@prefix + "_jump2")); jump.AddFrame(content.Load <Texture2D>(@prefix + "_jump3")); jump.AddFrame(content.Load <Texture2D>(@prefix + "_jump4")); jump.SetFrameRate(15.0); jump.ReStartAnimation(TimeSpan.Zero); jump.ResetTimer(TimeSpan.Zero); } catch (Exception e) { jump = idle; } try { throwItem = new AnimationTexture(TimeSpan.Zero, true); throwItem.AddFrame(content.Load <Texture2D>(@prefix + "_shoot")); throwItem.SetFrameRate(0.0001); throwItem.ResetTimer(TimeSpan.Zero); throwItem.ReStartAnimation(TimeSpan.Zero); } catch (Exception e) { throwItem = idle; } try { punch = new AnimationTexture(TimeSpan.Zero, false); punch.AddFrame(content.Load <Texture2D>(@prefix + "_throwing3")); punch.AddFrame(content.Load <Texture2D>(@prefix + "_throwing2")); punch.AddFrame(content.Load <Texture2D>(@prefix + "_throwing1")); punch.AddFrame(content.Load <Texture2D>(@prefix + "_throwing4")); punch.SetFrameRate(10.0); punch.ResetTimer(TimeSpan.Zero); punch.ReStartAnimation(TimeSpan.Zero); punch.SetFrameRate(10.0); } catch (Exception e) { punch = idle; } addAnimation("Idle", idle); addAnimation("Walk", run); addAnimation("Jump", jump); addAnimation("Shoot", throwItem); addAnimation("Punch", punch); }
public virtual void addAnimation(string animName, AnimationTexture animTex) { this.animationLibrary.Add(animName, animTex); }
public GameObject(Vector2 pos, AnimationTexture animTex, float scaler) : this(pos, animTex) { this.scaler = scaler; }
public InteractiveObject(Vector2 pos, float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight, AnimationTexture animT, float scaler) : this(pos, mass, velocity, boundingBoxWidth, boundingBoxHeight, animT) { this.scaler = scaler; }
/// <summary> /// Good STUFF! /// Constructor for proper interactive objects frmo animatedTextures. /// </summary> public InteractiveObject(Vector2 pos, float mass, Vector2 velocity, int boundingBoxWidth, int boundingBoxHeight, AnimationTexture animT) : base(pos, animT) { construct(mass, velocity, boundingBoxWidth, boundingBoxHeight); }