示例#1
0
        //collide and animation
        internal Projectile(Moveable owner, Vector2f start, Moveable d, Func<Moveable, bool> doA, Animation animation, float scale, bool collide)
            : this(owner, start, d, doA, null, new IntRect(0, 0, animation.FrameWidth, animation.FrameHeight), scale)
        {
            this.collide = collide;

            animationPlayer = new AnimationPlayer();
            animationPlayer.PlayAnimation(animation);
        }
示例#2
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 internal FishObject(Vector2f position)
     : base(fishText, position, new IntRect(0, 0, 24, 20), true)
 {
     flutter = new Cooldown(5.0f);
     flutterAni = new Animation(fishText, new Vector2f(0,0), 2, new Vector2f(24, 20), .3f, Animation.Type.fronttobacktofrontend, "flutter");
 }
示例#3
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        //TODO make load contenting thru bossfight library?, so we can unload content quickly too
        internal static new void LoadContent()
        {
            ursiBaseTexture = GameBox.loadTexture(SimpleModel.BOSS_PATH + "ursidor/ursidorbase");//images\characters\bosses\ursidor
            Texture t = GameBox.loadTexture(SimpleModel.BOSS_PATH + "ursidor/ursidoranim");
            fishEatAnimation = new Animation(t, new Vector2f(0, 4 * ANIMATION_FRAME_SIZE.Y), 3, ANIMATION_FRAME_SIZE, .25f, Animation.Type.normal, "fisheat");
            attackAnimation = new Animation(t, new Vector2f(0,0), 3, ANIMATION_FRAME_SIZE, .175f, Animation.Type.normal, "attack");
            attackAnimation.setDirectional(true);

            hungeredwarningTexture = GameBox.loadTexture("images/UI/warning");
            chargedwarningTexture = GameBox.loadTexture("images/UI/chargewarning");
        }
示例#4
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        /// <summary>
        /// Advances the time position and draws the current frame of the animation.
        /// position is bottom middle of the image
        /// Returns if it drew?
        /// </summary>
        public bool Draw(double gameTime, RenderWindow window, Vector2f position, float rot, float scale, Direction direction)
        {
            if (animation == null || state == State.Idle)//idk how this happens
                return false;
            position = new Vector2f(position.X - animation.FrameWidth / 2.0f * scale, position.Y - animation.FrameHeight * scale);

            // Calculate the source rectangle of the current frame.
            FloatRect source = new FloatRect(FrameIndex * animation.Texture.Size.X, 0, animation.Texture.Size.Y, animation.Texture.Size.Y);
            int x = FrameIndex * animation.FrameWidth + (int)animation.startPostition.X, y;
            if (!animation.isDirectional())
                y = (int)animation.startPostition.Y;
            else
                y = (int)direction * animation.FrameHeight + (int)animation.startPostition.Y;
            IntRect source2 = new IntRect(x, y, animation.FrameWidth, animation.FrameHeight);

            // Draw the current frame.
            /*if (rot != 0) {
                spriteBatch.Draw(animation.Texture, position, source2, Color.White, rot, Origin, scale, flip, 0.0f);
            } else
                spriteBatch.Draw(animation.Texture, position, source2, Color.White);
            */
            {//TODO drawing is bad atm
                Sprite s = new Sprite(animation.Texture,source2);
                s.Position = position;
                s.Rotation = rot;
                s.Color = Color.White;
                //s.Origin = Origin;
                s.Scale = new Vector2f(flip == SpriteEffects.FlipHorizontally ? -scale : scale,
                                        flip == SpriteEffects.FlipHorizontally ? -scale : scale);

                window.Draw(s);
            }

            // Process passing time. (elapsed time since last update
            time += (float)(gameTime - GameBox.getInstance().getLastUpdateTime()) / 1000;
            while (time > animation.FrameTime) {
                time -= animation.FrameTime;
                // Advance the frame index; looping or clamping as appropriate.
                switch (animation.animationType) {
                case Animation.Type.fronttobacktofront:// 1 2 3 4 5 4 3 2 1 repeat
                    if (frameIndex <= 0) {
                        counter = 1;
                    } else if (frameIndex >= animation.FrameCount - 1) {
                        counter = -1;

                    }//else do nothing and still increase
                    frameIndex += counter;
                    break;
                case Animation.Type.fronttobacktofrontend:// 1 2 3 4 5 4 3 2 1 END
                    frameIndex += counter;

                    if (frameIndex < 0) {
                        animation = null;
                        state = State.Idle;
                        return false;
                    } else if (frameIndex >= animation.FrameCount - 1) {
                        counter = -1;

                    }//else do nothing and still increase

                    break;
                case Animation.Type.looping: //1 2 3 4 5 1 2 3 4 5
                    frameIndex = (frameIndex + 1) % animation.FrameCount;
                    break;
                case Animation.Type.normal: // 1 2 3 4 5 done to idle
                    frameIndex++;
                    break;
                case Animation.Type.keepLast: // 1 2 3 4 5 5 5 5 5...
                    if (frameIndex + 1 >= animation.FrameCount - 1) {
                        frameIndex = animation.FrameCount - 1;
                        //animation = null;
                    } else {
                        frameIndex++;
                    }
                    if (frameIndex == 2)
                        return true;
                    break;
                case Animation.Type.customorder://an array will be inputed when the animation is created, [1,3,4,2]
                    counter++;
                    frameIndex = animation.CustomFrames[counter];
                    break;
                }

            }
            //for normal, reset to normal
            if (animation.animationType == Animation.Type.normal && frameIndex >= animation.FrameCount) {
                animation = null;
                state = State.Idle;
                callEndFunction();
            }
            return true;
        }
示例#5
0
        internal override void Update(double gameTime)
        {
            base.Update(gameTime);
            if (currentHp <= 0) return;

            if (!isMoving() && (fireballRepeat) && target != null && !target.isDead()) {
                //game stuff then
                if (checkCircleRangeAndMove(target, FIREBALL_RANGE, gameTime)) {
                    //do nothing because you are running
                } else if (a1.use(gameTime)) {
                    weaponPlayer.doAnimation1();
                    Animation fireballAnim = new Animation(fireballProjAnimTexture, new Vector2f(0,0), 3, new Vector2f(24, 20), .2f, Animation.Type.looping, "fireballproj");
                    InGame.getInstance().addProjectile(new Projectile(this, getMid(), target, doFireball, fireballAnim, FIREBALL_GFX_SCALE, false));
                }

            }
            if (!isMoving() && (bigFireballRepeat) && target != null && !target.isDead()) {
                //game stuff then
                if (checkCircleRangeAndMove(target, BIGFIREBALL_RANGE, gameTime)) {

                } else if (sb1.use()) {
                    weaponPlayer.doAnimation1();
                    Animation bigFireballAnim = new Animation(fireballProjAnimTexture, new Vector2f(3*24,0), 3, new Vector2f(24, 20), .2f, Animation.Type.looping, "bigfireballproj");
                    Projectile proj = new Projectile(this, getMid(), target, doBigFireball, bigFireballAnim, BIGFIREBALL_GFX_SCALE, false);

                    InGame.getInstance().addProjectile(proj);
                }

            }
            //update abilitys effected by cdReduc
            a1.setCDReduc(buffs.getValue(BuffType.CDreduc));
        }
示例#6
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 public void PlayAnimation(Animation animation)
 {
     PlayAnimation(animation, null);
 }
示例#7
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        /// <summary>
        /// Begins or continues playback of an animation.
        /// </summary>
        public void PlayAnimation(Animation animation, Func<bool> endFunction)
        {
            if (animation == null) {
                state = State.Idle;
                return;
            }

            // Start the new animation.
            this.animation = animation;
            this.frameIndex = 0;
            this.time = 0.0f;
            state = State.Animation;

            if (animation.animationType == Animation.Type.fronttobacktofrontend)
                counter = 1;
            else
                counter = 0;

            if (animation.animationType == Animation.Type.customorder)
                frameIndex = animation.CustomFrames[counter];

            this.endFunction = endFunction;
        }
示例#8
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 internal void setAnimation(Animation ani, Func<bool> function)
 {
     animationPlayer.PlayAnimation(ani,function);
 }
示例#9
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 internal void setAnimation(Animation ani)
 {
     animationPlayer.PlayAnimation(ani,null);
 }
示例#10
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 public static Animation createAnimation(string image_file, float secondsPerFrame,
         int numOfFrame, Vector2f frameSize, Vector2f coord, Animation.Type aniType, string name)
 {
     return new Animation(GameBox.loadTexture(image_file), new Vector2f(frameSize.X * coord.X,
             frameSize.Y * coord.Y), numOfFrame, frameSize, secondsPerFrame, aniType, name);
 }