using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using MLEM.Animations; using MLEM.Misc; using MLEM.Startup; using MLEM.Textures; using MLEM.Ui; using MLEM.Ui.Elements; namespace Demos { public class AnimationDemo : Demo { private SpriteAnimationGroup group; private Direction2 facing = Direction2.Down; private Group buttons; private bool stop; public AnimationDemo(MlemGame game) : base(game) { } public override void LoadContent() { base.LoadContent(); // create a uniform texture atlas with a width and height of 4 // this means that, no matter how many pixels the texture has, it will always have 4 * 4 regions in total // this allows for texture artists to change the resolution of a texture atlas without every texture region // using it having wrong coordinates and/or sizes // the regions that are part of the atlas are then referenced by region coordinates rather than texture coordinates // (as seen below) var atlas = new UniformTextureAtlas(LoadContent("Textures/Anim"), 4, 4); // create the four animations by supplying the time per frame, and the four regions used // note that you don't need to use a texture atlas for this, you can also simply supply the texture and the regions manually here var downAnim = new SpriteAnimation(0.2F, atlas[0, 0], atlas[0, 1], atlas[0, 2], atlas[0, 3]) {Name = "Down"}; var upAnim = new SpriteAnimation(0.2F, atlas[1, 0], atlas[1, 1], atlas[1, 2], atlas[1, 3]) {Name = "Up"}; var leftAnim = new SpriteAnimation(0.2F, atlas[2, 0], atlas[2, 1], atlas[2, 2], atlas[2, 3]) {Name = "Left"}; var rightAnim = new SpriteAnimation(0.2F, atlas[3, 0], atlas[3, 1], atlas[3, 2], atlas[3, 3]) {Name = "Right"}; // 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 this.group.Add(downAnim, () => this.facing == Direction2.Down); this.group.Add(upAnim, () => this.facing == Direction2.Up); this.group.Add(leftAnim, () => this.facing == Direction2.Left); this.group.Add(rightAnim, () => this.facing == Direction2.Right); // you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0) // if two animations' playing conditions are both true, then the one with the higher priority will be picked to play // in this instance, a standing "animation" is displayed when we're facing down and also holding the space key this.group.Add(new SpriteAnimation(1F, atlas[0, 0]) {Name = "DownStanding"}, () => this.facing == Direction2.Down && this.stop, 10); this.group.Add(new SpriteAnimation(1F, atlas[1, 0]) {Name = "UpStanding"}, () => this.facing == Direction2.Up && this.stop, 10); this.group.Add(new SpriteAnimation(1F, atlas[2, 0]) {Name = "LeftStanding"}, () => this.facing == Direction2.Left && this.stop, 10); this.group.Add(new SpriteAnimation(1F, atlas[3, 0]) {Name = "RightStanding"}, () => this.facing == Direction2.Right && this.stop, 10); // you can also add a callback to see when the animation used changes this.group.OnAnimationChanged += (anim, newAnim) => { Console.WriteLine("Changing anim from " + (anim?.Name ?? "None") + " to " + (newAnim?.Name ?? "None")); }; // some ui elements to interact with the character this.buttons = new Group(Anchor.TopCenter, Vector2.One) {SetWidthBasedOnChildren = true}; this.UiRoot.AddChild(this.buttons); this.buttons.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(10), "^") { OnPressed = e => this.facing = Direction2.Up }); this.buttons.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(10), "v") { OnPressed = e => this.facing = Direction2.Down }); this.buttons.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(10), "<") { OnPressed = e => this.facing = Direction2.Left }); this.buttons.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(10), ">") { OnPressed = e => this.facing = Direction2.Right }); this.buttons.AddChild(new Button(Anchor.AutoCenter, new Vector2(30, 10), "Stand/Walk") { OnPressed = e => this.stop = !this.stop }); } public override void Update(GameTime gameTime) { base.Update(gameTime); // update the animation group // if not using a group, just update the animation itself here this.group.Update(gameTime); } public override void DoDraw(GameTime gameTime) { this.GraphicsDevice.Clear(Color.CornflowerBlue); 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.DoDraw(gameTime); } public override void Clear() { this.UiRoot.RemoveChild(this.buttons); } } }