//小人跟随cube压缩往下移动 public void PersonMoveDownAnimationWithCubeCompression() { if (CubeCompressionCount >= 90) { return; } Layer_Person.SetValue(Canvas.LeftProperty, 0d); Layer_Person.SetValue(Canvas.TopProperty, 756d + YofCubeCompressionMoveDown); }
//小人下落动画 public void PersonFallAnimation() { double x = (1d / playerFallAnimationFrames) * (playerFallAnimationFramesCounts + 1); double yvalue = 250 * BounceEaseOutFucntion(x); // Double Y = (250d / playerFallAnimationFrames) * (playerFallAnimationFramesCounts+1);//test用的,每帧线性下落距离 Layer_Person.SetValue(Canvas.TopProperty, 506d + yvalue); playerFallAnimationFramesCounts++; if (playerFallAnimationFramesCounts == playerFallAnimationFrames - 1) { RunDrawStateNegative11EndFlag = true; } if (playerFallAnimationFramesCounts == playerFallAnimationFrames) { playerFallAnimationFramesCounts = 0; } }
//重置小人跟随cube压缩往下移动的参数 public void RelaxAndResetParameterOfPersonMoveDown() { Layer_Person.SetValue(Canvas.LeftProperty, 0d); Layer_Person.SetValue(Canvas.TopProperty, 756d); }