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https://github.com/Ellpeck/MLEM.git
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108 lines
No EOL
5.9 KiB
C#
108 lines
No EOL
5.9 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Animations;
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using MLEM.Misc;
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using MLEM.Startup;
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using MLEM.Textures;
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using MLEM.Ui;
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using MLEM.Ui.Elements;
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namespace Demos {
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public class AnimationDemo : Demo {
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private SpriteAnimationGroup group;
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private Direction2 facing = Direction2.Down;
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private Group buttons;
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private bool stop;
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public AnimationDemo(MlemGame game) : base(game) {
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}
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public override void LoadContent() {
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base.LoadContent();
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// create a uniform texture atlas with a width and height of 4
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// this means that, no matter how many pixels the texture has, it will always have 4 * 4 regions in total
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// this allows for texture artists to change the resolution of a texture atlas without every texture region
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// using it having wrong coordinates and/or sizes
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// the regions that are part of the atlas are then referenced by region coordinates rather than texture coordinates
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// (as seen below)
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var atlas = new UniformTextureAtlas(LoadContent<Texture2D>("Textures/Anim"), 4, 4);
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// create the four animations by supplying the time per frame, and the four regions used
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// 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
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var downAnim = new SpriteAnimation(0.2F, atlas[0, 0], atlas[0, 1], atlas[0, 2], atlas[0, 3]) {Name = "Down"};
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var upAnim = new SpriteAnimation(0.2F, atlas[1, 0], atlas[1, 1], atlas[1, 2], atlas[1, 3]) {Name = "Up"};
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var leftAnim = new SpriteAnimation(0.2F, atlas[2, 0], atlas[2, 1], atlas[2, 2], atlas[2, 3]) {Name = "Left"};
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var rightAnim = new SpriteAnimation(0.2F, atlas[3, 0], atlas[3, 1], atlas[3, 2], atlas[3, 3]) {Name = "Right"};
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// create a sprite animation group which manages a list of animations and figures out which one should
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// be playing right now based on supplied conditions
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// using a group isn't necessary, but highly recommended for things like character animations as it makes
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// it very easy to have different animations play at different times
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this.group = new SpriteAnimationGroup();
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// for example, the down animation should only play when we're facing down
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this.group.Add(downAnim, () => this.facing == Direction2.Down);
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this.group.Add(upAnim, () => this.facing == Direction2.Up);
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this.group.Add(leftAnim, () => this.facing == Direction2.Left);
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this.group.Add(rightAnim, () => this.facing == Direction2.Right);
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// you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0)
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// if two animations' playing conditions are both true, then the one with the higher priority will be picked to play
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// in this instance, a standing "animation" is displayed when we're facing down and also holding the space key
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this.group.Add(new SpriteAnimation(1F, atlas[0, 0]) {Name = "DownStanding"}, () => this.facing == Direction2.Down && this.stop, 10);
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this.group.Add(new SpriteAnimation(1F, atlas[1, 0]) {Name = "UpStanding"}, () => this.facing == Direction2.Up && this.stop, 10);
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this.group.Add(new SpriteAnimation(1F, atlas[2, 0]) {Name = "LeftStanding"}, () => this.facing == Direction2.Left && this.stop, 10);
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this.group.Add(new SpriteAnimation(1F, atlas[3, 0]) {Name = "RightStanding"}, () => this.facing == Direction2.Right && this.stop, 10);
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// you can also add a callback to see when the animation used changes
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this.group.OnAnimationChanged += (anim, newAnim) => {
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Console.WriteLine("Changing anim from " + (anim?.Name ?? "None") + " to " + (newAnim?.Name ?? "None"));
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};
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// some ui elements to interact with the character
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this.buttons = new Group(Anchor.TopCenter, Vector2.One) {SetWidthBasedOnChildren = true};
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this.UiRoot.AddChild(this.buttons);
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this.buttons.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(10), "^") {
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OnPressed = e => this.facing = Direction2.Up
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});
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this.buttons.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(10), "v") {
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OnPressed = e => this.facing = Direction2.Down
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});
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this.buttons.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(10), "<") {
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OnPressed = e => this.facing = Direction2.Left
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});
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this.buttons.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(10), ">") {
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OnPressed = e => this.facing = Direction2.Right
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});
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this.buttons.AddChild(new Button(Anchor.AutoCenter, new Vector2(30, 10), "Stand/Walk") {
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OnPressed = e => this.stop = !this.stop
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});
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}
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public override void Update(GameTime gameTime) {
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base.Update(gameTime);
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// update the animation group
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// if not using a group, just update the animation itself here
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this.group.Update(gameTime);
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}
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public override void DoDraw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.CornflowerBlue);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
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// draw the group's current region
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// if not using a group, just draw the animation's CurrentRegion here
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this.SpriteBatch.Draw(this.group.CurrentRegion, new Vector2(10, 10), Color.White);
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this.SpriteBatch.End();
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base.DoDraw(gameTime);
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}
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public override void Clear() {
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this.UiRoot.RemoveChild(this.buttons);
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}
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}
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} |