using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using MLEM.Animations; using MLEM.Startup; using MLEM.Textures; namespace Demos { public class AnimationDemo : MlemGame { private SpriteAnimationGroup group; private int facing; protected override void LoadContent() { base.LoadContent(); var tex = LoadContent("Textures/Anim"); // create the four animations by supplying the time per frame, the texture and the four regions used var downAnim = new SpriteAnimation(0.2F, tex, new Rectangle(0, 0, 8, 8), new Rectangle(0, 8, 8, 8), new Rectangle(0, 16, 8, 8), new Rectangle(0, 24, 8, 8)); var upAnim = new SpriteAnimation(0.2F, tex, new Rectangle(8, 0, 8, 8), new Rectangle(8, 8, 8, 8), new Rectangle(8, 16, 8, 8), new Rectangle(8, 24, 8, 8)); var leftAnim = new SpriteAnimation(0.2F, tex, new Rectangle(16, 0, 8, 8), new Rectangle(16, 8, 8, 8), new Rectangle(16, 16, 8, 8), new Rectangle(16, 24, 8, 8)); var rightAnim = new SpriteAnimation(0.2F, tex, new Rectangle(24, 0, 8, 8), new Rectangle(24, 8, 8, 8), new Rectangle(24, 16, 8, 8), new Rectangle(24, 24, 8, 8)); // create a sprite animation group which manages a list of animations and figures out which one should // be playing right now based on supplied conditions // using a group isn't necessary, but highly recommended for things like character animations as it makes // it very easy to have different animations play at different times this.group = new SpriteAnimationGroup(); // for example, the down animation should only play when we're facing down (0 in this case) this.group.Add(downAnim, () => this.facing == 0); this.group.Add(upAnim, () => this.facing == 1); this.group.Add(leftAnim, () => this.facing == 2); this.group.Add(rightAnim, () => this.facing == 3); } protected override void Update(GameTime gameTime) { base.Update(gameTime); if (this.InputHandler.IsKeyDown(Keys.Down)) this.facing = 0; else if (this.InputHandler.IsKeyDown(Keys.Up)) this.facing = 1; else if (this.InputHandler.IsKeyDown(Keys.Left)) this.facing = 2; else if (this.InputHandler.IsKeyDown(Keys.Right)) this.facing = 3; // update the animation group // if not using a group, just update the animation itself here this.group.Update(gameTime); } protected override void Draw(GameTime gameTime) { this.GraphicsDevice.Clear(Color.Black); this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10)); // draw the group's current region // if not using a group, just draw the animation's CurrentRegion here this.SpriteBatch.Draw(this.group.CurrentRegion, new Vector2(10, 10), Color.White); this.SpriteBatch.End(); base.Draw(gameTime); } } }