public void Initialize(SpriteSheet spriteSheet) { Physics.Orientation = Physics.OrientMode.RotateY; const int frameWidth = 48; const int frameHeight = 40; Sprite = new CharacterSprite (Graphics, Manager, "Deer Sprite", Physics, Matrix.CreateTranslation(Vector3.Up * 0.6f) ); // Add the idle animation Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 0, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 1, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 2, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 3, 0); // Add the running animation Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 4, 0, 1, 2, 3); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 5, 0, 1, 2, 3); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 6, 0, 1, 2, 3); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 7, 0, 1, 2, 3); // Add the jumping animation Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 8, 0, 1); Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 9, 0, 1); Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 10, 0, 1); Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 11, 0, 1); // Add hands Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero); // Add sensor Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero); // Add AI AI = new DeerAI(this, "Deer AI", Sensors, PlanService); Attacks = new List <Attack> { new Attack("None", 0.0f, 0.0f, 0.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash) }; Inventory = new Inventory("Inventory", Physics) { Resources = new ResourceContainer { MaxResources = 1 } }; // Shadow Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f); shadowTransform.Translation = new Vector3(0.0f, -.25f, 0.0f); SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle); Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture); List <Point> shP = new List <Point> { new Point(0, 0) }; Animation shadowAnimation = new Animation(Graphics, new SpriteSheet(ContentPaths.Effects.shadowcircle), "sh", 32, 32, shP, false, Color.Black, 1, 0.7f, 0.7f, false); Shadow.AddAnimation(shadowAnimation); shadowAnimation.Play(); Shadow.SetCurrentAnimation("sh"); // The bird will emit a shower of blood when it dies DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 1, BoxTriggerTimes = 10 }; // The bird is flammable, and can die when exposed to fire. Flames = new Flammable(Manager, "Flames", Physics, this); // Tag the physics component with some information // that can be used later Physics.Tags.Add("Deer"); Physics.Tags.Add("Animal"); Stats.FullName = TextGenerator.GenerateRandom("$firstname"); Stats.CurrentClass = new EmployeeClass() { Name = "Deer", Levels = new List <EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Deer" } } }; }
public void Initialize(SpriteSheet spriteSheet) { Physics.Orientation = Physics.OrientMode.RotateY; const int frameWidth = 48; const int frameHeight = 40; Sprite = new CharacterSprite (Graphics, Manager, "Deer Sprite", Physics, Matrix.CreateTranslation(Vector3.Up * 0.6f) ); // Add the idle animation Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 0, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 1, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 2, 0); Sprite.AddAnimation(CharacterMode.Idle, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 3, 0); // Add the running animation Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 4, 0, 1, 2, 3); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 5, 0, 1, 2, 3); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 6, 0, 1, 2, 3); Sprite.AddAnimation(CharacterMode.Walking, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 7, 0, 1, 2, 3); // Add the jumping animation Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Forward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 8, 0, 1); Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Left, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 9, 0, 1); Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Right, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 10, 0, 1); Sprite.AddAnimation(CharacterMode.Jumping, OrientedAnimation.Orientation.Backward, spriteSheet, ANIM_SPEED, frameWidth, frameHeight, 11, 0, 1); // Add hands Hands = new Grabber("hands", Physics, Matrix.Identity, new Vector3(0.1f, 0.1f, 0.1f), Vector3.Zero); // Add sensor Sensors = new EnemySensor(Manager, "EnemySensor", Physics, Matrix.Identity, new Vector3(20, 5, 20), Vector3.Zero); // Add AI AI = new DeerAI(this, "Deer AI", Sensors, PlanService); Attacks = new List<Attack>{new Attack("None", 0.0f, 0.0f, 0.0f, ContentPaths.Audio.pick, ContentPaths.Effects.flash)}; Inventory = new Inventory("Inventory", Physics) { Resources = new ResourceContainer { MaxResources = 1 } }; // Shadow Matrix shadowTransform = Matrix.CreateRotationX((float)Math.PI * 0.5f); shadowTransform.Translation = new Vector3(0.0f, -.25f, 0.0f); SpriteSheet shadowTexture = new SpriteSheet(ContentPaths.Effects.shadowcircle); Shadow = new Shadow(Manager, "Shadow", Physics, shadowTransform, shadowTexture); List<Point> shP = new List<Point> { new Point(0,0) }; Animation shadowAnimation = new Animation(Graphics, new SpriteSheet(ContentPaths.Effects.shadowcircle), "sh", 32, 32, shP, false, Color.Black, 1, 0.7f, 0.7f, false); Shadow.AddAnimation(shadowAnimation); shadowAnimation.Play(); Shadow.SetCurrentAnimation("sh"); // The bird will emit a shower of blood when it dies DeathParticleTrigger = new ParticleTrigger("blood_particle", Manager, "Death Gibs", Physics, Matrix.Identity, Vector3.One, Vector3.Zero) { TriggerOnDeath = true, TriggerAmount = 1, BoxTriggerTimes = 10 }; // The bird is flammable, and can die when exposed to fire. Flames = new Flammable(Manager, "Flames", Physics, this); // Tag the physics component with some information // that can be used later Physics.Tags.Add("Deer"); Physics.Tags.Add("Animal"); Stats.FullName = TextGenerator.GenerateRandom("$firstname"); Stats.CurrentClass = new EmployeeClass() { Name = "Deer", Levels = new List<EmployeeClass.Level>() { new EmployeeClass.Level() { Index = 0, Name = "Deer"} } }; }