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Animation.cs
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Animation.cs
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// Animation.cs
//Using declarations
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace PlatformerProject
{
class Animation
{
// The image representing the collection of images used for animation
Texture2D spriteStrip;
// The scale used to display the sprite strip
float scale;
// The time since we last updated the frame
int elapsedTime;
// The time we display a frame until the next one
int frameTime;
// The number of frames that the animation contains
int frameCount;
// The index of the current frame we are displaying
int currentFrame;
// The color of the frame we will be displaying
Color color;
// The area of the image strip we want to display
Rectangle sourceRect = new Rectangle();
// The area where we want to display the image strip in the game
Rectangle destinationRect = new Rectangle();
// Width of a given frame
public int FrameWidth;
// Height of a given frame
public int FrameHeight;
// The state of the Animation
public bool Active;
// Determines if the animation will keep playing or deactivate after one run
public bool Looping;
// Width of a given frame
public Vector2 Position;
public void Initialize(Texture2D texture, Vector2 position,
int frameWidth, int frameHeight, int frameCount,
int frametime, Color color, float scale, bool looping)
{
// Keep a local copy of the values passed in
this.color = color;
this.FrameWidth = frameWidth;
this.FrameHeight = frameHeight;
this.frameCount = frameCount;
this.frameTime = frametime;
this.scale = scale;
Looping = looping;
Position = position;
spriteStrip = texture;
// Set the time to zero
elapsedTime = 0;
currentFrame = 0;
// Set the Animation to active by default
Active = false;
}
public void Update(GameTime gameTime)
{
// Do not update the game if we are not active
// Update the elapsed time
elapsedTime += (int)gameTime.ElapsedGameTime.TotalMilliseconds;
// If the elapsed time is larger than the frame time
// we need to switch frames
if (elapsedTime > frameTime)
{
if (Looping == false)
{
Active = false;
currentFrame = 0;
}
if (Looping == true)
Active = true;
// Move to the next frame
if(Active == true)
currentFrame++;
// If the currentFrame is equal to frameCount reset currentFrame to zero
if (currentFrame == frameCount)
{
currentFrame = 0;
// If we are not looping deactivate the animation
}
// Reset the elapsed time to zero
elapsedTime = 0;
}
// Grab the correct frame in the image strip by multiplying the currentFrame index by the frame width
sourceRect = new Rectangle(currentFrame * FrameWidth, 0, FrameWidth, FrameHeight);
// Grab the correct frame in the image strip by multiplying the currentFrame index by the frame width
destinationRect = new Rectangle((int)Position.X - (int)(FrameWidth * scale) / 2,
(int)Position.Y - (int)(FrameHeight * scale) / 2,
(int)(FrameWidth * scale),
(int)(FrameHeight * scale));
}
// Draw the Animation Strip
public void Draw(SpriteBatch spriteBatch)
{
// Only draw the animation when we are active
spriteBatch.Draw(spriteStrip, destinationRect, sourceRect, color);
}
}
}