示例#1
0
        /// <summary>
        /// Function initializes the catapult instance and loads the animations from XML definition sheet
        /// </summary>
        public override void Initialize()
        {
            // Define initial state of the catapult
            IsActive = true;
            AnimationRunning = false;
            currentState = CatapultState.Idle;
            stallUpdateCycles = 0;

            // Load multiple animations form XML definition
			XDocument doc = null;
#if ANDROID
			using(var stream = Game.Activity.Assets.Open(@"Content/Textures/Catapults/AnimationsDef.xml"))
			{
				doc = XDocument.Load(stream);
			}
#else			
            doc = XDocument.Load("Content/Textures/Catapults/AnimationsDef.xml");            
#endif		
			XName name = XName.Get("Definition");
            var definitions = doc.Document.Descendants(name);

            // Loop over all definitions in XML
            foreach (var animationDefinition in definitions)
            {
                bool? toLoad = null;
                bool val;
                if (bool.TryParse(animationDefinition.Attribute("IsAI").Value, out val))
                    toLoad = val;

                // Check if the animation definition need to be loaded for current catapult
                if (toLoad == isAI || null == toLoad)
                {
                    // Get a name of the animation
                    string animatonAlias = animationDefinition.Attribute("Alias").Value;
                    Texture2D texture =
                        curGame.Content.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);

                    // If definition has a "SplitFrame" - means that other animation should start here - load it
                    if (null != animationDefinition.Attribute("SplitFrame"))
                        splitFrames.Add(animatonAlias,
                            int.Parse(animationDefinition.Attribute("SplitFrame").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 textures
            idleTexture = curGame.Content.Load<Texture2D>(idleTextureName);

            // Initialize the projectile
            Vector2 projectileStartPosition;
            if (isAI)
                projectileStartPosition = new Vector2(630, 340);
            else
                projectileStartPosition = new Vector2(175, 340);

            projectile = new Projectile(curGame, spriteBatch, "Textures/Ammo/rock_ammo",
              projectileStartPosition, animations["Fire"].FrameSize.Y, isAI, gravity);
            projectile.Initialize();

            // Initialize randomizer
            random = new Random();

            base.Initialize();
        }
示例#2
0
        /// <summary>
        /// Function initializes the catapult instance and loads the animations from XML definition sheet
        /// </summary>
        public override void Initialize()
        {
            // Define initial state of the catapult
            IsActive          = true;
            AnimationRunning  = false;
            currentState      = CatapultState.Idle;
            stallUpdateCycles = 0;

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

            // Loop over all definitions in XML
            foreach (var animationDefinition in definitions)
            {
                bool?toLoad = null;
                bool val;
                if (bool.TryParse(animationDefinition.Attribute("IsAI").Value, out val))
                {
                    toLoad = val;
                }

                // Check if the animation definition need to be loaded for current catapult
                if (toLoad == isAI || null == toLoad)
                {
                    // Get a name of the animation
                    string    animatonAlias = animationDefinition.Attribute("Alias").Value;
                    Texture2D texture       = null;
                    //curGame.Content.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);

                    // If definition has a "SplitFrame" - means that other animation should start here - load it
                    if (null != animationDefinition.Attribute("SplitFrame"))
                    {
                        splitFrames.Add(animatonAlias,
                                        int.Parse(animationDefinition.Attribute("SplitFrame").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 textures
            idleTexture = null;// curGame.Content.Load<Texture2D>(idleTextureName);

            // Initialize the projectile
            Vector2 projectileStartPosition;

            if (isAI)
            {
                projectileStartPosition = new Vector2(630, 340);
            }
            else
            {
                projectileStartPosition = new Vector2(175, 340);
            }

            projectile = new Projectile(null /*curGame*/, spriteBatch, "Textures/Ammo/rock_ammo",
                                        projectileStartPosition, animations["Fire"].FrameSize.Y, isAI, gravity);
            projectile.Initialize();

            // Initialize randomizer
            random = new Random();

            base.Initialize();
        }