static Sprite LoadSprite(Game game, string type, int id) { string spritePath = string.Format(SpritePathFormat, type, id.ToString("D2")); var sprite = new Sprite(game.Content.Load<Texture2D>(spritePath), new Point(16, 16)); sprite.AddAnimation("stand", new[] { 6, 7, 8 }, TimeSpan.FromMilliseconds(300), true); sprite.AddAnimation("run", new[] { 0, 1, 2, 1 }, TimeSpan.FromMilliseconds(100), true); sprite.AddAnimation("hug", new[] { 9, 10, 11 }, TimeSpan.FromMilliseconds(200), false); sprite.CurrentAnimation = "stand"; return sprite; }
public PhysicsEntity(Game game, string texturePath) : this() { if (texturePath != null) { Sprite = new Sprite(game.Content.Load<Texture2D>(texturePath), 1, 1); Sprite.AddAnimation( "default", 0, 1, TimeSpan.FromSeconds(1)); Sprite.Origin = new Vector2(Sprite.FrameSize.X, Sprite.FrameSize.Y) / 2; Sprite.CurrentAnimation = "default"; } }
void CreateZombies() { var cZombie = new[] { "npc-zombie-01", "npc-zombie-02", "npc-zombie-03", "npc-zombie-04", "player-zombie" }; var cNormal = new[] { "npc-normal-01", "npc-normal-02", "npc-normal-03", "npc-normal-04", "player-normal" }; var classes = new[] { cZombie, cNormal }; var zombieX = Viewport.Width / 4 - 80 * _gui.Scale.X; foreach (var c in classes) { float zombieY = (int)textBasePosY; float spaceY = (textPosY - textBasePosY) / cZombie.Length - 64 * _gui.Scale.Y; foreach (var sprite in c) { var texture = Game.Content.Load<Texture2D>("Images/Sprites/" + sprite); var s = new Sprite(texture, new Point(16, 16)); s.AddAnimation("dance", new int[] { 0, 1, 2, 3, 4, 5 }, TimeSpan.FromMilliseconds(200)); var comp = new SpriteComponent(s) { Position = new Point((int)zombieX, (int)zombieY), Scale = new Vector2(4) }; _gui.Add(comp); zombieY += 64 * _gui.Scale.Y + spaceY; } zombieX += 80; } }
static Sprite LoadSprite(Game game, string path) { var texture = game.Content.Load<Texture2D>(path); var sprite = new Sprite(texture, 1, 1) { Origin = new Vector2(texture.Width / 2, texture.Height / 2) }; sprite.AddAnimation("default", new[] { 0 }, TimeSpan.FromSeconds(1), true); return sprite; }