mirror of
https://github.com/Ellpeck/MLEM.git
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200 lines
9.5 KiB
C#
200 lines
9.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Misc;
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using MLEM.Textures;
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namespace MLEM.Animations {
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/// <summary>
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/// A sprite animation that allows for any number of frames that each last any number of seconds
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/// </summary>
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public class SpriteAnimation : GenericDataHolder {
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private readonly AnimationFrame[] frames;
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/// <summary>
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/// Returns the <see cref="AnimationFrame"/> at the given index.
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/// Index ordering is based on the order that animation frames were added in.
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/// </summary>
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/// <param name="index">The index in the list of animation frames</param>
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public AnimationFrame this[int index] => this.frames[index];
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/// <summary>
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/// The frame that the animation is currently on.
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/// </summary>
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public AnimationFrame CurrentFrame {
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get {
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// we might have overshot the end time by a little bit, so just return the last frame
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if (this.TimeIntoAnimation >= this.TotalTime)
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return this.frames[this.frames.Length - 1];
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var accum = 0D;
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foreach (var frame in this.frames) {
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accum += frame.Seconds;
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if (accum >= this.TimeIntoAnimation)
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return frame;
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}
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// if we're here then the time is negative for some reason, so just return the first frame
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return this.frames[0];
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}
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}
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/// <summary>
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/// The texture region that this animation's <see cref="CurrentFrame"/> should render.
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/// If there are multiple regions, <see cref="CurrentRegions"/> should be used instead.
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/// </summary>
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public TextureRegion CurrentRegion => this.CurrentFrame.Region;
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/// <summary>
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/// The texture regions that this animation's <see cref="CurrentFrame"/> should render.
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/// If there is only one region, <see cref="CurrentRegion"/> can be used for convenience.
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/// </summary>
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public IList<TextureRegion> CurrentRegions => this.CurrentFrame.Regions;
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/// <summary>
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/// The total amount of time that this animation has.
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/// This is auatomatically calculated based on the frame time of each frame.
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/// </summary>
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public readonly double TotalTime;
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/// <summary>
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/// The amount of seconds that the animation has been going on for.
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/// If <see cref="TotalTime"/> is reached, this value resets to 0.
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/// </summary>
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public double TimeIntoAnimation { get; private set; }
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/// <summary>
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/// The finished state of this animation.
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/// This is only true for longer than a frame if <see cref="IsLooping"/> is false.
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/// </summary>
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public bool IsFinished { get; private set; }
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/// <summary>
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/// The name of this animation. This is useful if used in combination with <see cref="SpriteAnimationGroup"/>.
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/// </summary>
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public string Name;
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/// <summary>
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/// The speed multiplier that this animation should run with.
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/// Numbers higher than 1 will increase the speed.
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/// </summary>
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public float SpeedMultiplier = 1;
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/// <summary>
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/// Set to false to stop this animation from looping.
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/// To check if the animation has finished playing, see <see cref="IsFinished"/>.
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/// </summary>
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public bool IsLooping = true;
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/// <summary>
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/// A callback that gets fired when the animation completes.
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/// </summary>
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public event Completed OnCompleted;
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/// <summary>
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/// Set this to true to pause the playback of the animation.
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/// <see cref="TimeIntoAnimation"/> will not continue and the <see cref="CurrentFrame"/> will not change.
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/// </summary>
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public bool IsPaused;
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/// <summary>
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/// Creates a new sprite animation that contains the given frames.
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/// </summary>
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/// <param name="frames">The frames this animation should have</param>
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public SpriteAnimation(params AnimationFrame[] frames) {
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if (frames.Length <= 0)
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throw new ArgumentException("Cannot create a sprite animation without any frames");
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this.frames = frames;
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foreach (var frame in frames)
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this.TotalTime += frame.Seconds;
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}
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/// <summary>
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/// Creates a new sprite animation that contains the given texture regions as frames.
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/// </summary>
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/// <param name="timePerFrame">The amount of time that each frame should last for</param>
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/// <param name="regions">The texture regions that should make up this animation</param>
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public SpriteAnimation(double timePerFrame, params TextureRegion[] regions) : this(Array.ConvertAll(regions, r => new AnimationFrame(timePerFrame, r))) {}
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/// <summary>
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/// Creates a new sprite animation that contains the given texture region arrays as frames, where each frame represents one set of texture regions.
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/// </summary>
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/// <param name="timePerFrame">The amount of time that each frame should last for</param>
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/// <param name="regions">The texture regions that should make up this animation</param>
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public SpriteAnimation(double timePerFrame, params TextureRegion[][] regions) : this(Array.ConvertAll(regions, r => new AnimationFrame(timePerFrame, r))) {}
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/// <summary>
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/// Creates a new sprite animation based on the given texture regions in rectangle-based format.
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/// </summary>
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/// <param name="timePerFrame">The amount of time that each frame should last for</param>
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/// <param name="texture">The texture that the regions should come from</param>
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/// <param name="regions">The texture regions that should make up this animation</param>
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public SpriteAnimation(double timePerFrame, Texture2D texture, params Rectangle[] regions) : this(timePerFrame, Array.ConvertAll(regions, r => new TextureRegion(texture, r))) {}
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/// <summary>
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/// Updates this animation, causing <see cref="TimeIntoAnimation"/> to be increased and the <see cref="CurrentFrame"/> to be updated.
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/// </summary>
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/// <param name="time">The game's time</param>
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public void Update(GameTime time) {
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this.Update(time.ElapsedGameTime);
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}
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/// <summary>
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/// Updates this animation, causing <see cref="TimeIntoAnimation"/> to be increased and the <see cref="CurrentFrame"/> to be updated.
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/// </summary>
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/// <param name="elapsed">The amount of time that has passed</param>
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public void Update(TimeSpan elapsed) {
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if (this.IsFinished || this.IsPaused)
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return;
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this.TimeIntoAnimation += elapsed.TotalSeconds * this.SpeedMultiplier;
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if (this.TimeIntoAnimation >= this.TotalTime) {
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if (!this.IsLooping) {
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this.IsFinished = true;
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} else {
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this.Restart();
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}
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this.OnCompleted?.Invoke(this);
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}
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}
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/// <summary>
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/// Restarts this animation from the first frame.
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/// </summary>
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public void Restart() {
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this.TimeIntoAnimation = 0;
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this.IsFinished = false;
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this.IsPaused = false;
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}
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/// <summary>
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/// A callback for when a sprite animation is completed.
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/// </summary>
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/// <param name="animation">The animation that has completed</param>
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public delegate void Completed(SpriteAnimation animation);
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}
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/// <summary>
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/// Represents a single frame of a <see cref="SpriteAnimation"/>
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/// </summary>
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public class AnimationFrame : GenericDataHolder {
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/// <summary>
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/// The texture regions that this frame should render.
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/// If there is only one region, <see cref="Region"/> can be used for convenience.
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/// </summary>
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public readonly IList<TextureRegion> Regions;
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/// <summary>
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/// The total amount of seconds that this frame should last for.
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/// </summary>
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public readonly double Seconds;
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/// <summary>
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/// The texture region that this frame should render.
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/// If there are multiple regions, <see cref="Regions"/> should be used instead.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if this animation frame has more than one region, in which case <see cref="Regions"/> should be used instead.</exception>
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public TextureRegion Region => this.Regions.Count == 1 ? this.Regions[0] : throw new InvalidOperationException("Cannot return single region for an animation frame with multiple regions");
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/// <summary>
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/// Creates a new animation frame based on a set of texture regions and a time.
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/// </summary>
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/// <param name="regions">The texture regions that this frame should render</param>
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/// <param name="seconds">The total amount of seconds that this frame should last for</param>
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public AnimationFrame(double seconds, params TextureRegion[] regions) {
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if (regions.Length <= 0)
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throw new ArgumentException("Cannot create an animation frame without any regions");
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this.Regions = new ReadOnlyCollection<TextureRegion>(regions);
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this.Seconds = seconds;
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}
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}
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}
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