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MLEM/Demos/AnimationDemo.cs

107 lines
5.9 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Animations;
using MLEM.Maths;
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(Demo.LoadContent<Texture2D>("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, null, null, null, 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);
}
}
}