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Allow storing multiple texture regions per SpriteAnimation frame

This commit is contained in:
Ell 2021-12-21 20:12:15 +01:00
parent dae511e455
commit c76357a9e3
2 changed files with 39 additions and 11 deletions

View file

@ -25,6 +25,7 @@ Improvements
- Throw an exception when text formatter macros resolve recursively too many times - Throw an exception when text formatter macros resolve recursively too many times
- Allow using StaticSpriteBatch for AutoTiling - Allow using StaticSpriteBatch for AutoTiling
- Made TextFormatter string size based on the currently active font rather than the default one - Made TextFormatter string size based on the currently active font rather than the default one
- Allow storing multiple texture regions per SpriteAnimation frame
Fixes Fixes
- Fixed some end-of-line inconsistencies when using the Right text alignment - Fixed some end-of-line inconsistencies when using the Right text alignment

View file

@ -1,4 +1,6 @@
using System; using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using MLEM.Misc; using MLEM.Misc;
@ -36,10 +38,16 @@ namespace MLEM.Animations {
} }
} }
/// <summary> /// <summary>
/// The texture region that the animation's <see cref="CurrentFrame"/> has /// The texture region that this animation's <see cref="CurrentFrame"/> should render.
/// If there are multiple regions, <see cref="CurrentRegions"/> should be used instead.
/// </summary> /// </summary>
public TextureRegion CurrentRegion => this.CurrentFrame.Region; public TextureRegion CurrentRegion => this.CurrentFrame.Region;
/// <summary> /// <summary>
/// The texture regions that this animation's <see cref="CurrentFrame"/> should render.
/// If there is only one region, <see cref="CurrentRegion"/> can be used for convenience.
/// </summary>
public IList<TextureRegion> CurrentRegions => this.CurrentFrame.Regions;
/// <summary>
/// The total amount of time that this animation has. /// The total amount of time that this animation has.
/// This is auatomatically calculated based on the frame time of each frame. /// This is auatomatically calculated based on the frame time of each frame.
/// </summary> /// </summary>
@ -83,6 +91,8 @@ namespace MLEM.Animations {
/// </summary> /// </summary>
/// <param name="frames">The frames this animation should have</param> /// <param name="frames">The frames this animation should have</param>
public SpriteAnimation(params AnimationFrame[] frames) { public SpriteAnimation(params AnimationFrame[] frames) {
if (frames.Length <= 0)
throw new ArgumentException("Cannot create a sprite animation without any frames");
this.frames = frames; this.frames = frames;
foreach (var frame in frames) foreach (var frame in frames)
this.TotalTime += frame.Seconds; this.TotalTime += frame.Seconds;
@ -94,7 +104,16 @@ namespace MLEM.Animations {
/// <param name="timePerFrame">The amount of time that each frame should last for</param> /// <param name="timePerFrame">The amount of time that each frame should last for</param>
/// <param name="regions">The texture regions that should make up this animation</param> /// <param name="regions">The texture regions that should make up this animation</param>
public SpriteAnimation(double timePerFrame, params TextureRegion[] regions) public SpriteAnimation(double timePerFrame, params TextureRegion[] regions)
: this(Array.ConvertAll(regions, region => new AnimationFrame(region, timePerFrame))) { : this(Array.ConvertAll(regions, r => new AnimationFrame(timePerFrame, r))) {
}
/// <summary>
/// Creates a new sprite animation that contains the given texture region arrays as frames, where each frame represents one set of texture regions.
/// </summary>
/// <param name="timePerFrame">The amount of time that each frame should last for</param>
/// <param name="regions">The texture regions that should make up this animation</param>
public SpriteAnimation(double timePerFrame, params TextureRegion[][] regions) :
this(Array.ConvertAll(regions, r => new AnimationFrame(timePerFrame, r))) {
} }
/// <summary> /// <summary>
@ -103,8 +122,8 @@ namespace MLEM.Animations {
/// <param name="timePerFrame">The amount of time that each frame should last for</param> /// <param name="timePerFrame">The amount of time that each frame should last for</param>
/// <param name="texture">The texture that the regions should come from</param> /// <param name="texture">The texture that the regions should come from</param>
/// <param name="regions">The texture regions that should make up this animation</param> /// <param name="regions">The texture regions that should make up this animation</param>
public SpriteAnimation(double timePerFrame, Texture2D texture, params Rectangle[] regions) public SpriteAnimation(double timePerFrame, Texture2D texture, params Rectangle[] regions) :
: this(timePerFrame, Array.ConvertAll(regions, region => new TextureRegion(texture, region))) { this(timePerFrame, Array.ConvertAll(regions, r => new TextureRegion(texture, r))) {
} }
/// <summary> /// <summary>
@ -156,21 +175,29 @@ namespace MLEM.Animations {
public class AnimationFrame { public class AnimationFrame {
/// <summary> /// <summary>
/// The texture region that this frame should render /// The texture regions that this frame should render.
/// If there is only one region, <see cref="Region"/> can be used for convenience.
/// </summary> /// </summary>
public readonly TextureRegion Region; public readonly IList<TextureRegion> Regions;
/// <summary> /// <summary>
/// The total amount of seconds that this frame should last for /// The total amount of seconds that this frame should last for.
/// </summary> /// </summary>
public readonly double Seconds; public readonly double Seconds;
/// <summary>
/// The texture region that this frame should render.
/// If there are multiple regions, <see cref="Regions"/> should be used instead.
/// </summary>
public TextureRegion Region => this.Regions[0];
/// <summary> /// <summary>
/// Creates a new animation frame based on a texture region and a time /// Creates a new animation frame based on a set of texture regions and a time.
/// </summary> /// </summary>
/// <param name="region">The texture region that this frame should render</param> /// <param name="regions">The texture regions that this frame should render</param>
/// <param name="seconds">The total amount of seconds that this frame should last for</param> /// <param name="seconds">The total amount of seconds that this frame should last for</param>
public AnimationFrame(TextureRegion region, double seconds) { public AnimationFrame(double seconds, params TextureRegion[] regions) {
this.Region = region; if (regions.Length <= 0)
throw new ArgumentException("Cannot create an animation frame without any regions");
this.Regions = new ReadOnlyCollection<TextureRegion>(regions);
this.Seconds = seconds; this.Seconds = seconds;
} }