示例#1
0
        protected void UpdateFrom(VisibleTimeline Other, AnimationClass.AnimationLayer ActiveLayer)
        {
            base.UpdateFrom(Other, ActiveLayer);

            NextEventKeyFrame = Other.NextEventKeyFrame;
            if (NextEventKeyFrame >= 0 && Other.Count > 0)
            {
                NextEvent = DicAnimationKeyFrame[NextEventKeyFrame];
            }
            else
            {
                NextEvent = null;
            }

            _Position        = Other._Position;
            PositionOld      = Other.PositionOld;
            EventKeyFrameOld = Other.EventKeyFrameOld;
            Origin           = Other.Origin;
            SpawnFrame       = Other.SpawnFrame;
            DeathFrame       = Other.DeathFrame;
            DrawingDepth     = Other.DrawingDepth;
            DrawingDepthOld  = Other.DrawingDepthOld;

            ScaleFactor    = Other.ScaleFactor;
            ScaleFactorOld = Other.ScaleFactorOld;
            Angle          = Other.Angle;
            AngleOld       = Other.AngleOld;
            Alpha          = Other.Alpha;
            AlphaOld       = Other.AlphaOld;
        }
        public VisibleAnimationObjectKeyFrame Copy(AnimationClass.AnimationLayer ActiveLayer, int NextKeyFrame)
        {
            VisibleAnimationObjectKeyFrame NewKeyFrame = CopyAsVisibleAnimationObjectKeyFrame(ActiveLayer);

            NewKeyFrame.NextKeyFrame = NextKeyFrame;
            return(NewKeyFrame);
        }
        public SpriteSheetTimeline(BinaryReader BR, ContentManager Content)
            : base(BR, TimelineType)
        {
            SpriteSheetName        = BR.ReadString();
            SourceRectangle        = new Rectangle();
            SourceRectangle.X      = BR.ReadInt32();
            SourceRectangle.Y      = BR.ReadInt32();
            SourceRectangle.Width  = BR.ReadInt32();
            SourceRectangle.Height = BR.ReadInt32();

            int DicAnimationSpriteKeyFrameCount = BR.ReadInt32();

            for (int E = 0; E < DicAnimationSpriteKeyFrameCount; E++)
            {
                int Key = BR.ReadInt32();

                VisibleAnimationObjectKeyFrame NewAnimatedBitmapKeyFrame = new VisibleAnimationObjectKeyFrame(BR);

                DicAnimationKeyFrame.Add(Key, NewAnimatedBitmapKeyFrame);
            }

            if (Content != null)
            {
                SpriteSheet = Content.Load <Texture2D>("Animations/Sprite Sheets/" + SpriteSheetName);
            }

            Origin = new Point(Width / 2, Height / 2);
        }
示例#4
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        public override void MoveTimeline(int Difference)
        {
            if (NextEventKeyFrame >= 0)//If there is a next key frame, update it.
            {
                NextEventKeyFrame += Difference;
            }

            //Remove first to avoid duplicate error
            Dictionary <int, VisibleAnimationObjectKeyFrame> ListRemovedKeyFrame = new Dictionary <int, VisibleAnimationObjectKeyFrame>();

            foreach (int KeyFrame in Keys)
            {
                VisibleAnimationObjectKeyFrame ActiveKeyFrame = DicAnimationKeyFrame[KeyFrame];
                ListRemovedKeyFrame.Add(KeyFrame, ActiveKeyFrame);

                Remove(KeyFrame);
            }

            foreach (KeyValuePair <int, VisibleAnimationObjectKeyFrame> ActiveKeyFrame in ListRemovedKeyFrame)
            {
                if (ActiveKeyFrame.Value.NextKeyFrame >= 0)//If there is a next key frame, update it.
                {
                    ActiveKeyFrame.Value.NextKeyFrame += Difference;
                }

                Add(ActiveKeyFrame.Key + Difference, ActiveKeyFrame.Value);
            }

            //Replace the old Tag.
            SpawnFrame += Difference;
            DeathFrame += Difference;//Changing the deathframe will automatically destroy keyframes so only change it after the movement.
        }
示例#5
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        public ParticleEmitterTimeline(BinaryReader BR, ContentManager Content)
            : base(BR, TimelineType)
        {
            Matrix view = Matrix.Identity;

            Matrix Projection      = Matrix.CreateOrthographicOffCenter(0, 800, 600, 0, 0, 1);
            Matrix HalfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);

            Projection = view * (HalfPixelOffset * Projection);

            Particle3DSample.ParticleSettings ParticleSettings = new Particle3DSample.ParticleSettings();
            ParticleSettings.TextureName       = BR.ReadString();
            ParticleSettings.MaxParticles      = 20000;
            ParticleSettings.MinScale          = new Vector2(1, 1);
            ParticleSettings.DurationInSeconds = 1d;
            ParticleSettings.Gravity           = new Vector2(0, 0);
            ParticleSettings.NumberOfImages    = 16;
            ParticleSettings.BlendState        = BlendState.AlphaBlend;
            ParticleSettings.StartingAlpha     = 0.7f;
            ParticleSettings.EndAlpha          = 0.1f;

            _SpawnOffset       = new Vector2(BR.ReadSingle(), BR.ReadSingle());
            _SpawnOffsetRandom = new Vector2(BR.ReadSingle(), BR.ReadSingle());
            SpawnSpeed         = new Vector2(BR.ReadSingle(), BR.ReadSingle());
            SpawnSpeedRandom   = new Vector2(BR.ReadSingle(), BR.ReadSingle());

            ParticlesPerSeconds = BR.ReadDouble();
            ParticleSettings.DurationInSeconds = BR.ReadSingle();
            float SpeedMultiplier = BR.ReadSingle();

            ParticleSettings.NumberOfImages = BR.ReadInt32();
            ParticleSettings.Gravity        = new Vector2(BR.ReadSingle(), BR.ReadSingle());
            Vector2 Size = new Vector2(BR.ReadSingle(), BR.ReadSingle());

            ParticleSettings.MinScale      = new Vector2(BR.ReadSingle(), BR.ReadSingle());
            ParticleSettings.StartingAlpha = BR.ReadSingle();
            ParticleSettings.EndAlpha      = BR.ReadSingle();
            _ParticleBlendState            = (ParticleBlendStates)BR.ReadByte();

            TimeBetweenEachParticle = 1 / ParticlesPerSeconds;
            ParticleSystem          = new Particle3DSample.ParticleSystem(ParticleSettings);
            ParticleSystem.LoadContent(Content, GameScreen.GraphicsDevice, Projection);

            this.SpeedMultiplier = SpeedMultiplier;
            this.Size            = Size;
            UpdateSize();

            int DicAnimationSpriteKeyFrameCount = BR.ReadInt32();

            for (int E = 0; E < DicAnimationSpriteKeyFrameCount; E++)
            {
                int Key = BR.ReadInt32();

                VisibleAnimationObjectKeyFrame NewAnimatedBitmapKeyFrame = new VisibleAnimationObjectKeyFrame(BR);

                DicAnimationKeyFrame.Add(Key, NewAnimatedBitmapKeyFrame);
            }

            Origin = new Point(Width / 2, Height / 2);
        }
示例#6
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        public virtual bool MouseDownExtra(int RealX, int RealY)
        {
            if (Count > 1)
            {
                int Index = SpawnFrame;

                while (Index >= 0)
                {
                    if (DicAnimationKeyFrame[Index].NextKeyFrame >= 0)
                    {
                        VisibleAnimationObjectKeyFrame ActiveKeyFrame = (VisibleAnimationObjectKeyFrame)Get(Index);

                        for (int N = 0; N < ActiveKeyFrame.ListSpecialEffectNode.Count; N++)
                        {
                            int KeyFrameX = (int)ActiveKeyFrame.ListSpecialEffectNode[N].X - 2;
                            int KeyFrameY = (int)ActiveKeyFrame.ListSpecialEffectNode[N].Y - 2;

                            if (RealX >= KeyFrameX && RealX < KeyFrameX + 5 &&
                                RealY >= KeyFrameY && RealY < KeyFrameY + 5)
                            {
                                return(true);
                            }
                        }
                    }

                    Index = DicAnimationKeyFrame[Index].NextKeyFrame;
                }
            }

            return(false);
        }
示例#7
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        public virtual void MouseMoveExtra(int KeyFrame, int RealX, int RealY, int MouseChangeX, int MouseChangeY)
        {
            if (Count > 1)
            {
                int Index = SpawnFrame;

                while (Index >= 0)
                {
                    VisibleAnimationObjectKeyFrame ActiveKeyFrame = DicAnimationKeyFrame[Index];
                    if (ActiveKeyFrame.NextKeyFrame >= 0)
                    {
                        for (int N = 0; N < ActiveKeyFrame.ListSpecialEffectNode.Count; N++)
                        {
                            int KeyFrameX = (int)ActiveKeyFrame.ListSpecialEffectNode[N].X - 2;
                            int KeyFrameY = (int)ActiveKeyFrame.ListSpecialEffectNode[N].Y - 2;

                            if (RealX >= KeyFrameX && RealX < KeyFrameX + 5 &&
                                RealY >= KeyFrameY && RealY < KeyFrameY + 5)
                            {
                                ActiveKeyFrame.ListSpecialEffectNode[N] =
                                    new Vector2(ActiveKeyFrame.ListSpecialEffectNode[N].X + MouseChangeX,
                                                ActiveKeyFrame.ListSpecialEffectNode[N].Y + MouseChangeY);
                                break;
                            }
                        }
                    }

                    Index = DicAnimationKeyFrame[Index].NextKeyFrame;
                }
            }
        }
示例#8
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        public override bool TryGetValue(int Key, out AnimationObjectKeyFrame Value)
        {
            VisibleAnimationObjectKeyFrame OutVisibleAnimationObjectKeyFrame = null;
            bool ReturnValue = DicAnimationKeyFrame.TryGetValue(Key, out OutVisibleAnimationObjectKeyFrame);

            Value = OutVisibleAnimationObjectKeyFrame;
            return(ReturnValue);
        }
        protected virtual VisibleAnimationObjectKeyFrame CopyAsVisibleAnimationObjectKeyFrame(AnimationClass.AnimationLayer ActiveLayer)
        {
            VisibleAnimationObjectKeyFrame NewVisibleAnimationObjectKeyFrame = new VisibleAnimationObjectKeyFrame();

            NewVisibleAnimationObjectKeyFrame.UpdateFrom(this);

            return(NewVisibleAnimationObjectKeyFrame);
        }
示例#10
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 public VisibleTimeline(string TimelineEventType, string Name)
     : base(TimelineEventType, Name)
 {
     DicAnimationKeyFrame = new Dictionary <int, VisibleAnimationObjectKeyFrame>();
     CanDelete            = true;
     NextEvent            = null;
     NextEventKeyFrame    = -1;
     GroupIndex           = -1;
 }
示例#11
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        public VisibleTimeline(BinaryReader BR, string TimelineEventType)
            : base(BR, TimelineEventType)
        {
            _SpawnFrame = BR.ReadInt32();
            _DeathFrame = BR.ReadInt32();

            DicAnimationKeyFrame = new Dictionary <int, VisibleAnimationObjectKeyFrame>();
            CanDelete            = true;
            NextEvent            = null;
            NextEventKeyFrame    = -1;
            GroupIndex           = -1;
        }
示例#12
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        protected void OnNewKeyFrameAnimationSprite(VisibleAnimationObjectKeyFrame ActiveKeyFrame)
        {
            Position     = ActiveKeyFrame.Position;
            ScaleFactor  = ActiveKeyFrame.ScaleFactor;
            Angle        = ActiveKeyFrame.AngleInRad;
            Alpha        = ActiveKeyFrame.Alpha;
            DrawingDepth = ActiveKeyFrame.DrawingDepth;

            PositionOld     = ActiveKeyFrame.Position;
            ScaleFactorOld  = ActiveKeyFrame.ScaleFactor;
            AngleOld        = ActiveKeyFrame.AngleInRad;
            AlphaOld        = ActiveKeyFrame.Alpha;
            DrawingDepthOld = ActiveKeyFrame.DrawingDepth;

            ActiveKeyFrame.IsUsed = true;
        }
        public AnimationOriginTimeline(BinaryReader BR)
            : base(BR, TimelineType)
        {
            Origin = new Point(BR.ReadInt32(), BR.ReadInt32());

            int DicAnimationSpriteKeyFrameCount = BR.ReadInt32();

            for (int E = 0; E < DicAnimationSpriteKeyFrameCount; E++)
            {
                int Key = BR.ReadInt32();

                VisibleAnimationObjectKeyFrame NewAnimatedBitmapKeyFrame = new VisibleAnimationObjectKeyFrame(BR);

                DicAnimationKeyFrame.Add(Key, NewAnimatedBitmapKeyFrame);
            }
        }
示例#14
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        public virtual void DrawExtra(CustomSpriteBatch g, Texture2D sprPixel)
        {
            int Index = SpawnFrame;

            while (Index >= 0)
            {
                VisibleAnimationObjectKeyFrame ActiveKeyFrame = DicAnimationKeyFrame[Index];

                Vector2 ActivePosition = ActiveKeyFrame.Position;

                if (ActiveKeyFrame.NextKeyFrame >= 0 && DicAnimationKeyFrame.ContainsKey(ActiveKeyFrame.NextKeyFrame))
                {
                    VisibleAnimationObjectKeyFrame NextKeyFrame = DicAnimationKeyFrame[ActiveKeyFrame.NextKeyFrame];

                    if (ActiveKeyFrame.ListSpecialEffectNode.Count > 0)
                    {
                        Vector2 NextPos = Vector2.Zero;
                        for (int N = 0; N < ActiveKeyFrame.ListSpecialEffectNode.Count; N++)
                        {
                            NextPos = ActiveKeyFrame.ListSpecialEffectNode[N];

                            g.Draw(sprPixel, new Rectangle((int)ActiveKeyFrame.ListSpecialEffectNode[N].X,
                                                           (int)ActiveKeyFrame.ListSpecialEffectNode[N].Y, 1, 1), Color.White);
                            g.Draw(sprPixel, new Rectangle((int)ActiveKeyFrame.ListSpecialEffectNode[N].X - 2,
                                                           (int)ActiveKeyFrame.ListSpecialEffectNode[N].Y - 2, 5, 5), Color.LightGreen);

                            g.DrawLine(sprPixel, new Vector2(ActivePosition.X,
                                                             ActivePosition.Y),
                                       new Vector2(NextPos.X,
                                                   NextPos.Y), Color.LightGreen);

                            ActivePosition = NextPos;
                        }

                        g.DrawLine(sprPixel, new Vector2(NextPos.X,
                                                         NextPos.Y),
                                   new Vector2(NextKeyFrame.Position.X,
                                               NextKeyFrame.Position.Y), Color.LightGreen);
                    }
                }

                Index = DicAnimationKeyFrame[Index].NextKeyFrame;
            }
        }
        protected void UpdateFrom(VisibleAnimationObjectKeyFrame Other)
        {
            NextKeyFrame   = Other.NextKeyFrame;
            _IsProgressive = Other._IsProgressive;

            _Position         = Other._Position;
            MoveValue         = Other.MoveValue;
            _ScaleFactor      = Other._ScaleFactor;
            ScaleValue        = Other.ScaleValue;
            AngleInRad        = Other.AngleInRad;
            AngleValue        = Other.AngleValue;
            _Alpha            = Other._Alpha;
            AlphaValue        = Other.AlphaValue;
            _DrawingDepth     = Other._DrawingDepth;
            DrawingDepthValue = Other.DrawingDepthValue;

            ListSpecialEffectNode = new List <Vector2>(Other.ListSpecialEffectNode.Count);
            foreach (Vector2 ActiveNode in Other.ListSpecialEffectNode)
            {
                ListSpecialEffectNode.Add(ActiveNode);
            }
        }
示例#16
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        protected void OnProgressiveNextKeyFrameAnimationSprite(VisibleAnimationObjectKeyFrame ActiveKeyFrame, int KeyFrame, int NextKeyFrame)
        {
            NextEvent       = ActiveKeyFrame;
            PositionOld     = Position;
            ScaleFactorOld  = ScaleFactor;
            AngleOld        = Angle;
            AlphaOld        = Alpha;
            DrawingDepthOld = DrawingDepth;

            EventKeyFrameOld  = KeyFrame;
            NextEventKeyFrame = NextKeyFrame;

            float KeyFrameChange = KeyFrame - NextKeyFrame;

            //Calculate of how many pixel the AnimatedBitmap will move per step.
            ActiveKeyFrame.MoveValue = new Vector2((Position.X - ActiveKeyFrame.Position.X) / KeyFrameChange,
                                                   (Position.Y - ActiveKeyFrame.Position.Y) / KeyFrameChange);
            ActiveKeyFrame.ScaleValue        = (ScaleFactor - ActiveKeyFrame.ScaleFactor) / KeyFrameChange;
            ActiveKeyFrame.AngleValue        = (Angle - ActiveKeyFrame.AngleInRad) / KeyFrameChange;
            ActiveKeyFrame.AlphaValue        = (Alpha - ActiveKeyFrame.Alpha) / KeyFrameChange;
            ActiveKeyFrame.DrawingDepthValue = (DrawingDepth - ActiveKeyFrame.DrawingDepth) / KeyFrameChange;
        }
        public override void MoveTimeline(int Difference)
        {
            if (NextEventKeyFrame >= 0)//If there is a next key frame, update it.
            {
                NextEventKeyFrame += Difference;
            }

            foreach (int KeyFrame in Keys)
            {
                VisibleAnimationObjectKeyFrame ActiveKeyFrame = DicAnimationKeyFrame[KeyFrame];
                if (ActiveKeyFrame.NextKeyFrame >= 0)//If there is a next key frame, update it.
                {
                    ActiveKeyFrame.NextKeyFrame += Difference;
                }

                Add(KeyFrame + Difference, ActiveKeyFrame);
                Remove(KeyFrame);
            }

            //Replace the old Tag.
            SpawnFrame += Difference;
            DeathFrame += Difference;//Changing the deathframe will automatically destroy keyframes so only change it after the movement.
        }
示例#18
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        public void DrawNextPositions(CustomSpriteBatch g, Texture2D sprPixel, Color DrawColor)
        {
            int Index = SpawnFrame;

            while (Index >= 0)
            {
                VisibleAnimationObjectKeyFrame ActiveKeyFrame = DicAnimationKeyFrame[Index];

                g.Draw(sprPixel, new Rectangle((int)ActiveKeyFrame.Position.X - 2,
                                               (int)ActiveKeyFrame.Position.Y - 2, 5, 5), null, DrawColor, 0, Vector2.Zero, SpriteEffects.None, 0.1f);

                Vector2 ActivePosition = ActiveKeyFrame.Position;

                if (ActiveKeyFrame.NextKeyFrame >= 0 && DicAnimationKeyFrame.ContainsKey(ActiveKeyFrame.NextKeyFrame))
                {
                    VisibleAnimationObjectKeyFrame NextKeyFrame = DicAnimationKeyFrame[ActiveKeyFrame.NextKeyFrame];
                    g.DrawLine(sprPixel, new Vector2(ActivePosition.X, ActivePosition.Y),
                               new Vector2(NextKeyFrame.Position.X,
                                           NextKeyFrame.Position.Y), Color.Black);
                }

                Index = DicAnimationKeyFrame[Index].NextKeyFrame;
            }
        }
        public MarkerTimeline(BinaryReader BR, ContentManager Content)
            : base(BR, TimelineType)
        {
            BitmapName  = BR.ReadString();
            _MarkerType = BR.ReadString();

            if (!string.IsNullOrEmpty(BitmapName) && Content != null)
            {
                Sprite = Content.Load <Texture2D>("Animations/Sprites/" + BitmapName);
            }

            Origin = new Point(Width / 2, Height / 2);

            int DicAnimationSpriteKeyFrameCount = BR.ReadInt32();

            for (int E = 0; E < DicAnimationSpriteKeyFrameCount; E++)
            {
                int Key = BR.ReadInt32();

                VisibleAnimationObjectKeyFrame NewAnimatedBitmapKeyFrame = new VisibleAnimationObjectKeyFrame(BR);

                DicAnimationKeyFrame.Add(Key, NewAnimatedBitmapKeyFrame);
            }
        }
示例#20
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        //Generic Update methods.
        protected void UpdateAnimationSprite(int KeyFrame)
        {
            float ProgressionValue = (KeyFrame - EventKeyFrameOld) / (float)(NextEventKeyFrame - EventKeyFrameOld);

            if (DicAnimationKeyFrame.ContainsKey(EventKeyFrameOld) && DicAnimationKeyFrame[EventKeyFrameOld].ListSpecialEffectNode.Count > 0)
            {
                #region Bezier Curve

                float t = ProgressionValue;

                float x0 = PositionOld.X;
                float x2 = DicAnimationKeyFrame[NextEventKeyFrame].Position.X;
                float y0 = PositionOld.Y;
                float y2 = DicAnimationKeyFrame[NextEventKeyFrame].Position.Y;

                int    n       = DicAnimationKeyFrame[EventKeyFrameOld].ListSpecialEffectNode.Count + 1;
                double ResultX = Math.Pow(1 - t, n) * x0;
                double ResultY = Math.Pow(1 - t, n) * y0;

                int nFac = 1;
                for (int k = 1; k <= n; k++)
                {
                    nFac *= k;
                }

                for (int N = 0; N < DicAnimationKeyFrame[EventKeyFrameOld].ListSpecialEffectNode.Count; N++)
                {
                    int i = N + 1;

                    int niFac = 1;
                    int iFac  = 1;

                    for (int k = 1; k <= n - i; k++)
                    {
                        niFac *= k;
                    }

                    for (int k = 1; k <= i; k++)
                    {
                        iFac *= k;
                    }

                    int nChoosek = nFac / (niFac * iFac);

                    //n! / ((n-i)!*i!) * ((1 - t)^(n-1)) * (t ^ i) * Point[i]
                    ResultX += nChoosek * Math.Pow(1 - t, n - i) * Math.Pow(t, i) * DicAnimationKeyFrame[EventKeyFrameOld].ListSpecialEffectNode[N].X;
                    ResultY += nChoosek * Math.Pow(1 - t, n - i) * Math.Pow(t, i) * DicAnimationKeyFrame[EventKeyFrameOld].ListSpecialEffectNode[N].Y;
                }
                ResultX += Math.Pow(t, n) * x2;
                ResultY += Math.Pow(t, n) * y2;

                Position = new Vector2((float)ResultX, (float)ResultY);

                #endregion
            }
            else
            {
                Vector2 Result = NextEvent.MoveValue * (KeyFrame - EventKeyFrameOld);
                Position = new Vector2(PositionOld.X + (int)Result.X, PositionOld.Y + (int)Result.Y);
            }

            ScaleFactor = ScaleFactorOld + NextEvent.ScaleValue * (KeyFrame - EventKeyFrameOld);
            Angle       = AngleOld + NextEvent.AngleValue * (KeyFrame - EventKeyFrameOld);
            Alpha       = AlphaOld + (int)(NextEvent.AlphaValue * (KeyFrame - EventKeyFrameOld));

            if (KeyFrame >= NextEventKeyFrame)
            {
                NextEvent = null;
            }
        }