public override void Initialize() { base.Initialize(); m_spriteMap = Game.Content.Load<Texture2D>("Sprites\\skree"); m_animGraph = new AnimGraph(this); m_animGraph.Initialize(); Rectangle rotateAnimRect = new Rectangle(0, 0, 88, 30); AnimatedSprite rotateAnim = new AnimatedSprite(m_spriteMap, rotateAnimRect, 4, 10); rotateAnim.Initialize(); rotateAnim.Scale = new Vector2(3f, 3f); Rectangle attackRect = new Rectangle(88, 0, 26, 26); AnimatedSprite attackAnim = new AnimatedSprite(m_spriteMap, attackRect, 1, 1); attackAnim.Initialize(); attackAnim.Scale = new Vector2(3f, 3f); IAnimGraphNode rotateNode = m_animGraph.AddAnim(rotateAnim); IAnimGraphNode attackNode = m_animGraph.AddAnim(attackAnim); m_animGraph.AddTransition(rotateNode, MessageType.ActivateSkree, attackNode); m_animGraph.AddTransition(attackNode, MessageType.ActivateSkree, rotateNode); m_animGraph.SetCurrentNode(rotateNode); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { m_weaponMap = Game.Content.Load<Texture2D>("Sprites\\samusMap"); m_fireEffect = Game.Content.Load<SoundEffect>("Audio\\weapon_fire"); m_projectileAnim = new AnimatedSprite(m_weaponMap, m_projectileRect, 2, 10f); m_projectileAnim.Initialize(); m_explosionAnim = new AnimatedSprite(m_weaponMap, m_explosionRect, 6, 18f); m_explosionAnim.Initialize(); m_explosionAnim.Loop = false; base.Initialize(); }