protected override void LoadAnimations() { //these are wrong, figure out a nice parameterizable way to avoid a lot of anim duplication? int[] timings = TimingSequence(8, frameCount); animations["default"] = new Animation(FrameSequence(0, 1), timings, false); animations["run"] = new Animation(FrameSequence(0, 1), timings, false); animations["jet"] = new Animation(FrameSequence(1, 1), timings, false); animations["begin-jet"] = new Animation(FrameSequence(1, 1), timings, false); animations["stop-jet"] = new Animation(FrameSequence(1, 1), timings, false); animations["jump"] = new Animation(FrameSequence(0, 2), timings, false); animations["fall"] = new Animation(FrameSequence(1, 1), timings, false); animations["land"] = new Animation(FrameSequence(0, 1), timings, false); animations["run"] = new Animation(FrameSequence(0, 1), timings, false); }
public override void LoadContent() { base.LoadContent(); int[] frames = new int[FrameCount]; int[] timings = new int[FrameCount]; for (int i = 0; i < frames.Length; i++) { frames[i] = i; timings[i] = 10; } animations["default"] = new Animation(frames, timings, true); spriteWidth = spriteSheet.Width / FrameCount; bounds.Width = spriteWidth; bounds.Height = spriteSheet.Height; visualWidth = spriteWidth; }
public override void LoadContent() { int[] timings = TimingSequence(5, 2); animations["default"] = new Animation(FrameSequence(0, 2), timings, true); animations["death"] = new Animation(FrameSequence(8, 1), TimingSequence(1,1), false); animations["run"] = new Animation(FrameSequence(0, 2), timings, true); animations["run-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["jet"] = new Animation(FrameSequence(2, 2), timings, true); animations["jet-attacking"] = new Animation(FrameSequence(6, 2), timings, true); animations["begin-jet"] = new Animation(FrameSequence(2, 2), timings, true); animations["begin-jet-attacking"] = new Animation(FrameSequence(6, 2), timings, true); animations["stop-jet"] = new Animation(FrameSequence(2, 2), timings, true); animations["stop-jet-attacking"] = new Animation(FrameSequence(6, 2), timings, true); animations["jump"] = new Animation(FrameSequence(0, 2), timings, true); animations["jump-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["fall"] = new Animation(FrameSequence(0, 2), timings, true); animations["fall-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["land"] = new Animation(FrameSequence(0, 2), timings, true); animations["land-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["run"] = new Animation(FrameSequence(0, 2), timings, true); animations["run-attacking"] = new Animation(FrameSequence(4, 2), timings, true); animations["stand-still"] = new Animation(FrameSequence(1, 1), TimingSequence(5, 1), false); Play("default"); Wrench = new CycSprite(Game); Wrench.Initialize(); Wrench.AddAnimation("default", new int[] { 0, 1 }, new int[] { 5, 5 }, true); Wrench.AddAnimation("super", new int[] { 2, 3 }, new int[] { 5, 5 }, true); Wrench.Play("default"); Wrench.AssetName = "wrench"; Wrench.Visible = false; Wrench.Alive = false; Wrench.CollisionStyle = CollisionStyle.Circle; Wrench.SpriteWidth = 14; Wrench.ScaleFactor = 2.0f; Wrench.Radius = 14; Wrench.VisualRadius = 14; Wrench.LoadContent(); deathSnd = Game.SoundInstance("rpg-die"); jetHighSnd = Game.SoundInstance("rpg-jet-high"); jetMidSnd = Game.SoundInstance("rpg-jet-mid"); jetLowSnd = Game.SoundInstance("rpg-jet-low"); jumpSnd = Game.SoundInstance("rpg-jump"); landSnd = Game.SoundInstance("rpg-land"); base.LoadContent(); normalTexture = spriteSheet; superTexture = Game.Content.Load<Texture2D>("rockGirlSuper"); }