Exemplo n.º 1
0
        /// <summary>
        /// Function initializes the crate instance and loads the animations
        /// from the XML definition sheet
        /// </summary>
        public void Initialize()
        {
            // Define initial state of the crate
            AnimationRunning = false;
            currentState     = CrateState.Idle;

            // Load multiple animations form XML definition
            XDocument doc         = XDocument.Load("Content/Textures/Crate/AnimationsDef.xml");
            XName     name        = XName.Get("Definition");
            var       definitions = doc.Document.Descendants(name);

            // Loop over all definitions in XML
            foreach (var animationDefinition in definitions)
            {
                // Get a name of the animation
                string    animatonAlias = animationDefinition.Attribute("Alias").Value;
                Texture2D texture       =
                    contentManager.Load <Texture2D>(
                        animationDefinition.Attribute("SheetName").Value);

                // Get the frame size (width & height)
                Point frameSize = new Point();
                frameSize.X =
                    int.Parse(animationDefinition.Attribute("FrameWidth").Value);
                frameSize.Y =
                    int.Parse(animationDefinition.Attribute("FrameHeight").Value);

                // Get the frames sheet dimensions
                Point sheetSize = new Point();
                sheetSize.X =
                    int.Parse(animationDefinition.Attribute("SheetColumns").Value);
                sheetSize.Y =
                    int.Parse(animationDefinition.Attribute("SheetRows").Value);

                // Defing animation speed
                TimeSpan frameInterval = TimeSpan.FromSeconds((float)1 /
                                                              int.Parse(animationDefinition.Attribute("Speed").Value));

                Animation animation = new Animation(texture, frameSize, sheetSize);

                // If definition has an offset defined - means that it should be
                // rendered relatively to some element/other animation - load it
                if (null != animationDefinition.Attribute("OffsetX") &&
                    null != animationDefinition.Attribute("OffsetY"))
                {
                    animation.Offset = new Vector2(
                        int.Parse(animationDefinition.Attribute("OffsetX").Value),
                        int.Parse(animationDefinition.Attribute("OffsetY").Value));
                }

                animations.Add(animatonAlias, animation);
            }

            // Load the idle texture
            idleTexture = contentManager.Load <Texture2D>(idleTextureName);

            int xOffset = isAI ? positionXOffset : -positionXOffset - idleTexture.Width;

            Position = catapultCenter + new Vector2(xOffset, positionYOffset);
        }
Exemplo n.º 2
0
 private void OnCollisionEnter2D(Collision2D other)
 {
     if (other.gameObject.tag == "crate")
     {
         speed = 0.0f;
         state = CrateState.Resting;
         if (gameObject.transform.position.x >= -3.449123 && gameObject.transform.position.y > 2.259)
         {
             spawnManager.StopCrateSpawning();
             uiManager.ShowGameOverMessage();
         }
     }
 }
Exemplo n.º 3
0
        public void Update(GameTimerEventArgs gameTime)
        {
            CrateState postUpdateStateChange = 0;

            if (gameTime == null)
            {
                throw new ArgumentNullException("gameTime");
            }

            // The crate is destroyed, so there is nothing to update
            if (IsDestroyed)
            {
                // base.Update(gameTime);
                return;
            }

            switch (currentState)
            {
            case CrateState.Idle:
                // Nothing to do
                break;

            case CrateState.Hit:
                // Progress hit animation
                if (animations["explode"].IsActive == false)
                {
                    IsDestroyed = true;
                }

                animations["explode"].Update();
                break;

            default:
                break;
            }

            lastUpdateState = currentState;
            if (postUpdateStateChange != 0)
            {
                currentState = postUpdateStateChange;
            }

            //base.Update(gameTime);
        }
Exemplo n.º 4
0
 private void ScatterOntoDepositArea()
 {
     state = CrateState.Scattering;
 }
Exemplo n.º 5
0
 public void StopMoving()
 {
     speed = 0.0f;
     state = CrateState.Resting;
 }
Exemplo n.º 6
0
 /// <summary>
 /// Start Hit sequence on crate
 /// </summary>
 public void Hit()
 {
     AnimationRunning = true;
     animations["explode"].PlayFromFrameIndex(0);
     currentState = CrateState.Hit;
 }
Exemplo n.º 7
0
        public void Update(GameTimerEventArgs gameTime)
        {
            CrateState postUpdateStateChange = 0;

            if (gameTime == null)
                throw new ArgumentNullException("gameTime");

            // The crate is destroyed, so there is nothing to update
            if (IsDestroyed)
            {
               // base.Update(gameTime);
                return;
            }

            switch (currentState)
            {
                case CrateState.Idle:
                    // Nothing to do
                    break;
                case CrateState.Hit:
                    // Progress hit animation
                    if (animations["explode"].IsActive == false)
                    {
                        IsDestroyed = true;
                    }

                    animations["explode"].Update();
                    break;
                default:
                    break;
            }

            lastUpdateState = currentState;
            if (postUpdateStateChange != 0)
            {
                currentState = postUpdateStateChange;
            }

            //base.Update(gameTime);
        }
Exemplo n.º 8
0
        /// <summary>
        /// Function initializes the crate instance and loads the animations 
        /// from the XML definition sheet
        /// </summary>
        public void Initialize()
        {
            // Define initial state of the crate
            AnimationRunning = false;
            currentState = CrateState.Idle;

            // Load multiple animations form XML definition
            XDocument doc = XDocument.Load("Content/Textures/Crate/AnimationsDef.xml");
            XName name = XName.Get("Definition");
            var definitions = doc.Document.Descendants(name);

            // Loop over all definitions in XML
            foreach (var animationDefinition in definitions)
            {
                // Get a name of the animation
                string animatonAlias = animationDefinition.Attribute("Alias").Value;
                Texture2D texture =
                   contentManager.Load<Texture2D>(
                    animationDefinition.Attribute("SheetName").Value);

                // Get the frame size (width & height)
                Point frameSize = new Point();
                frameSize.X =
                    int.Parse(animationDefinition.Attribute("FrameWidth").Value);
                frameSize.Y =
                    int.Parse(animationDefinition.Attribute("FrameHeight").Value);

                // Get the frames sheet dimensions
                Point sheetSize = new Point();
                sheetSize.X =
                    int.Parse(animationDefinition.Attribute("SheetColumns").Value);
                sheetSize.Y =
                    int.Parse(animationDefinition.Attribute("SheetRows").Value);

                // Defing animation speed
                TimeSpan frameInterval = TimeSpan.FromSeconds((float)1 /
                    int.Parse(animationDefinition.Attribute("Speed").Value));

                Animation animation = new Animation(texture, frameSize, sheetSize);

                // If definition has an offset defined - means that it should be
                // rendered relatively to some element/other animation - load it
                if (null != animationDefinition.Attribute("OffsetX") &&
                    null != animationDefinition.Attribute("OffsetY"))
                {
                    animation.Offset = new Vector2(
                        int.Parse(animationDefinition.Attribute("OffsetX").Value),
                        int.Parse(animationDefinition.Attribute("OffsetY").Value));
                }

                animations.Add(animatonAlias, animation);
            }

            // Load the idle texture
            idleTexture = contentManager.Load<Texture2D>(idleTextureName);

            int xOffset = isAI ? positionXOffset : -positionXOffset - idleTexture.Width;
            Position = catapultCenter + new Vector2(xOffset, positionYOffset);
        }
Exemplo n.º 9
0
 /// <summary>
 /// Start Hit sequence on crate
 /// </summary>
 public void Hit()
 {
     AnimationRunning = true;
     animations["explode"].PlayFromFrameIndex(0);
     currentState = CrateState.Hit;
 }