/// <summary> /// Stops the animation of the provided sprite component. /// </summary> /// <param name="spriteComponent">the sprite component to stop</param> public void Stop(SpriteComponent spriteComponent) { spriteComponent.ElapsedTime = 0; spriteComponent.CurrentIndexIndex = 0; spriteComponent.ClearAnimations(); playingSprites.Remove(spriteComponent); }
public override void Start() { enemyNormalSprite = Asset.Load<SpriteSheet>("enemy_active"); enemyExplosionSprite = Asset.Load<SpriteSheet>("enemy_blowup"); // Register ourself to the logic to detect collision Logic.WatchEnemy(Entity); enemySpriteComponent = Entity.Get<SpriteComponent>(); Reset(); }
public override void Start() { playerController = Entity.Get<PhysicsComponent>().Elements[0].Character; //Please remember that in the GameStudio element the parameter Step Height is extremely important, it not set properly it will cause the entity to snap fast to the ground playerController.JumpSpeed = 5.0f; playerController.Gravity = -10.0f; playerController.FallSpeed = 10.0f; playerController.FirstContactStart += playerController_OnFirstContactBegin; idleGroup = Asset.Load<SpriteSheet>("player_idle"); runGroup = Asset.Load<SpriteSheet>("player_run"); playerSprite = Entity.Get<SpriteComponent>(); PlayIdle(); }
protected override async Task LoadContent() { await base.LoadContent(); font = Asset.Load<SpriteFont>("Font"); teapot = Asset.Load<Model>("Teapot"); batch = new SpriteBatch(GraphicsDevice); BuildUI(); spriteComponent = new SpriteComponent { SpriteProvider = new SpriteFromSheet { Sheet = Asset.Load<SpriteSheet>("SpriteSheet") } }; modelComponent = new ModelComponent { Model = teapot }; modelComponent2 = new ModelComponent { Model = teapot }; modelComponent3 = new ModelComponent { Model = teapot }; entity = new Entity { spriteComponent, modelComponent }; entity2 = new Entity { modelComponent2 }; entity3 = new Entity { modelComponent3 }; SceneSystem.SceneInstance.Scene.Entities.Add(entity); SceneSystem.SceneInstance.Scene.Entities.Add(entity2); SceneSystem.SceneInstance.Scene.Entities.Add(entity3); if (Input.Accelerometer.IsSupported) Input.Accelerometer.IsEnabled = true; if (Input.Compass.IsSupported) Input.Compass.IsEnabled = true; if (Input.Gyroscope.IsSupported) Input.Gyroscope.IsEnabled = true; if (Input.UserAcceleration.IsSupported) Input.UserAcceleration.IsEnabled = true; if (Input.Gravity.IsSupported) Input.Gravity.IsEnabled = true; if (Input.Orientation.IsSupported) Input.Orientation.IsEnabled = true; ChangeScene(0); }
/// <summary> /// Queue the sprite animation defined by the provided sequence of indices at the end of the animation queue. /// </summary> /// <param name="spriteComponent">The sprite component containing the animation</param> /// <param name="indices">The sequence of indices defining the sprite animation</param> /// <param name="repeatMode">The value indicating how to loop the animation</param> /// <param name="framesPerSeconds">The animation speed in frames per second. 0 to use the sprite animation system default speed.</param> public void Queue(SpriteComponent spriteComponent, int[] indices, AnimationRepeatMode repeatMode, float framesPerSeconds = 0) { if (spriteComponent == null) { return; } var animationInfo = new SpriteComponent.AnimationInfo { ShouldLoop = repeatMode == AnimationRepeatMode.LoopInfinite, FramePerSeconds = framesPerSeconds > 0 ? framesPerSeconds : DefaultFramesPerSecond, SpriteIndices = SpriteComponent.GetNewSpriteIndicesList() }; foreach (var i in indices) { animationInfo.SpriteIndices.Add(i); } spriteComponent.Animations.Enqueue(animationInfo); playingSprites.Add(spriteComponent); }
/// <summary> /// Play the sprite animation defined by the provided sequence of indices. /// </summary> /// <param name="spriteComponent">The sprite component containing the animation</param> /// <param name="indices">The sequence of indices defining the sprite animation</param> /// <param name="repeatMode">The value indicating how to loop the animation</param> /// <param name="framesPerSeconds">The animation speed in frames per second. 0 to use the sprite animation system default speed.</param> /// <param name="clearQueuedAnimations">Indicate if queued animation should be cleared</param> public void Play(SpriteComponent spriteComponent, int[] indices, AnimationRepeatMode repeatMode, float framesPerSeconds = 0, bool clearQueuedAnimations = true) { if (spriteComponent == null) { return; } var animationInfo = new SpriteComponent.AnimationInfo { ShouldLoop = repeatMode == AnimationRepeatMode.LoopInfinite, SpriteIndices = SpriteComponent.GetNewSpriteIndicesList(), FramePerSeconds = framesPerSeconds > 0 ? framesPerSeconds : DefaultFramesPerSecond, }; foreach (var i in indices) { animationInfo.SpriteIndices.Add(i); } spriteComponent.RecycleFirstAnimation(); spriteComponent.Animations.Enqueue(animationInfo); var queuedAnimationsCount = spriteComponent.Animations.Count - 1; for (int i = 0; i < queuedAnimationsCount; i++) { var queuedAnimation = spriteComponent.Animations.Dequeue(); if (!clearQueuedAnimations) { spriteComponent.Animations.Enqueue(queuedAnimation); } } playingSprites.Add(spriteComponent); spriteComponent.ElapsedTime = 0; spriteComponent.CurrentIndexIndex = 0; spriteComponent.IsPaused = false; }
void MakeUnit() { units++; SpriteController spriteController; string name; switch (producedUnit) { case 0: pickaxes++; name = side + "Pickaxe"; spriteController = new PickaxeController { mode = 4, side = unitSide, maxDistance = unitDistance, castle = Entity }; break; case 1: swords++; name = side + "Sword"; spriteController = new SwordController { mode = 4, side = unitSide, maxDistance = unitDistance, castle = (from entities in SceneSystem.SceneInstance where entities.Name == enemy select entities).FirstOrDefault() }; break; case 2: bowArrows++; name = side + "BowArrow"; spriteController = new BowArrowController { mode = 4, side = unitSide, maxDistance = unitDistance }; break; case 3: wands++; name = side + "Wand"; spriteController = new WandController { mode = 4, side = unitSide, maxDistance = unitDistance }; break; default: name = side + "Unit"; spriteController = new SpriteController { mode = 0, side = unitSide, maxDistance = unitDistance }; break; } //make entity with specific name and add proper sprite sheet and script to it Entity entity; if (Entity.Name.Contains("Enemy")) { entity = new Entity(new Vector3(37, unitPosition, 0), name); } else { entity = new Entity(new Vector3(3, unitPosition, 0), name); } SpriteComponent spriteComponent = new SpriteComponent(); SpriteSheet spriteSheet = Asset.Get<SpriteSheet>(name.Replace("Enemy", "")); spriteComponent.SpriteProvider = new SpriteFromSheet { Sheet = spriteSheet }; spriteComponent.CurrentFrame = 4 + unitSide; ScriptComponent scriptComponent = new ScriptComponent(); scriptComponent.Scripts.Add(spriteController); entity.Add<SpriteComponent>(SpriteComponent.Key, spriteComponent); entity.Add<ScriptComponent>(ScriptComponent.Key, scriptComponent); SceneSystem.SceneInstance.Scene.AddChild(entity); }
public override async Task Execute() { agentIdle = Asset.Load<SpriteSheet>("character_idle"); agentRun = Asset.Load<SpriteSheet>("character_run"); agentShoot = Asset.Load<SpriteSheet>("character_shoot"); agentSpriteRegion = agentIdle.Sprites.First().Region; var bulletSpriteSheet = Asset.Load<SpriteSheet>("bullet"); agentSpriteComponent = Entity.Get<SpriteComponent>(); // Calculate offset of the bullet from the Agent if he is facing left and right side // TODO fix this var bulletOffset = new Vector3(1f, 0.2f, 0f); //new Vector3(agentSpriteRegion.Width * 0.5f, -14f, 0); // Initialize game entities CurrentAgentAnimation = AgentAnimation.Idle; var isAgentFacingRight = true; var shootDelayCounter = 0f; while (Game.IsRunning) { await Script.NextFrame(); var inputState = GetKeyboardInputState(); if (inputState == InputState.None) inputState = GetPointerInputState(); // Reset the shoot delay, if state changes if (inputState != InputState.Shoot && CurrentAgentAnimation == AgentAnimation.Shoot) shootDelayCounter = 0; if (inputState == InputState.RunLeft || inputState == InputState.RunRight) { // Update Agent's position var dt = (float)Game.UpdateTime.Elapsed.TotalSeconds; Entity.Transform.Position.X += ((inputState == InputState.RunRight) ? AgentMoveDistance : -AgentMoveDistance) * dt; if (Entity.Transform.Position.X < -gameWidthHalfX) Entity.Transform.Position.X = -gameWidthHalfX; if (Entity.Transform.Position.X > gameWidthHalfX) Entity.Transform.Position.X = gameWidthHalfX; isAgentFacingRight = inputState == InputState.RunRight; // If agent face left, flip the sprite Entity.Transform.Scale.X = isAgentFacingRight ? 1f : -1f; // Update the sprite animation and state agentSpriteComponent.SpriteProvider = new SpriteFromSheet { Sheet = agentRun }; CurrentAgentAnimation = AgentAnimation.Run; } else if (inputState == InputState.Shoot) { // Update shootDelayCounter, and check whether it is time to create a new bullet shootDelayCounter -= (float)Game.UpdateTime.Elapsed.TotalSeconds; if (shootDelayCounter > 0) continue; // Reset shoot delay shootDelayCounter = AgentShootDelay; // Spawns a new bullet var bullet = new Entity { new SpriteComponent { SpriteProvider = new SpriteFromSheet { Sheet = bulletSpriteSheet } }, // Will make the beam move along a direction at each frame new ScriptComponent { Scripts = { new BeamScript { DirectionX = isAgentFacingRight? 1f : -1f } } } }; bullet.Transform.Position = (isAgentFacingRight) ? Entity.Transform.Position + bulletOffset : Entity.Transform.Position + (bulletOffset * new Vector3(-1, 1, 1)); SceneSystem.SceneInstance.Scene.AddChild(bullet); Logic.WatchBullet(bullet); // Start animation for shooting agentSpriteComponent.SpriteProvider = new SpriteFromSheet { Sheet = agentShoot }; CurrentAgentAnimation = AgentAnimation.Shoot; } else { agentSpriteComponent.SpriteProvider = new SpriteFromSheet { Sheet = agentIdle }; CurrentAgentAnimation = AgentAnimation.Idle; } } }
/// <summary> /// Resumes a previously paused animation. /// </summary> /// <param name="spriteComponent">the sprite component to resume</param> public void Resume(SpriteComponent spriteComponent) { spriteComponent.IsPaused = false; }
/// <summary> /// Pauses the animation of the provided sprite component. /// </summary> /// <param name="spriteComponent">the sprite component to pause</param> public void Pause(SpriteComponent spriteComponent) { spriteComponent.IsPaused = true; }