public void LoadContent(GameContent Content) { selectCursor.PlayAnimation(new Animation(Content.GetUiTexture(5), 0.1f, true)); /*** * technically you could have the sprite loaded based on custom input, if you have more than 1 character made * and you could load the sprites dynamically like this * int sprite_index = 1; * string spriteSouthWest = "0" + sprite_index + "_SouthWest"; * southWestBodyAnimation = new Animation(Content.Load<Texture2D>("Sprites/Characters/Body/"+spriteSouthWest), 0.13f, true); ***/ // Load the spritesheet for each direction southWestBodyAnimation = new Animation(Content.GetBodyTexture(1), 0.15f, true); southEastBodyAnimation = new Animation(Content.GetBodyTexture(2), 0.15f, true); northWestBodyAnimation = new Animation(Content.GetBodyTexture(3), 0.15f, true); northEastBodyAnimation = new Animation(Content.GetBodyTexture(4), 0.15f, true); // load the head spritesheet headAnimation = new Animation(Content.GetHeadTexture(2), 0.1f, false); // set the animation to be still for the head, so we can load each frame in it individually headAnimation.IsStill = true; footstep = Content.GetSoundEffect(1); // Calculate bounds within texture size. int width = (int)(southWestBodyAnimation.FrameWidth * 0.4); int left = (southWestBodyAnimation.FrameWidth - width) / 2; int height = (int)(southWestBodyAnimation.FrameWidth * 0.8); int top = southWestBodyAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
public void LoadContent(GameContent Content, int npcIndex, int headIndex) { bodyAnimation = new Animation(Content.GetNpcTexture(npcIndex), 0.15f, true); headAnimation = new Animation(Content.GetHeadTexture(headIndex), 0.1f, false); headAnimation.IsStill = true; // Calculate bounds within texture size. int width = (int)(bodyAnimation.FrameWidth * 0.4); int left = (bodyAnimation.FrameWidth - width) / 2; int height = (int)(bodyAnimation.FrameWidth * 0.8); int top = bodyAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }