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51 lines
No EOL
1.9 KiB
Markdown
51 lines
No EOL
1.9 KiB
Markdown
The **MLEM** package contains a very simple sprite animation system that features different-length frames as well as animation grouping.
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# Using animations
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You can create an animation like so:
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```cs
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var texture = this.Content.Load<Texture2D>("Textures/TestSprite");
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// Two-frame animation using a frame time of 0.5 seconds
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var anim1 = new SpriteAnimation(timePerFrame: 0.5F,
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new TextureRegion(texture, 0, 0, 16, 16), new TextureRegion(texture, 16, 0, 16, 16));
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// Three-frame animation with varying frame times
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var anim2 = new SpriteAnimation(
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new AnimationFrame(new TextureRegion(texture, 0, 0, 16, 16), 0.25F),
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new AnimationFrame(new TextureRegion(texture, 16, 0, 16, 16), 0.5F),
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new AnimationFrame(new TextureRegion(texture, 32, 0, 16, 16), 0.3F)
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);
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```
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Additionally, you have to update the animation every update frame in your game's `Update` method:
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```cs
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anim1.Update(gameTime);
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```
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You can draw the animation's current frame as follows:
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```cs
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this.SpriteBatch.Draw(anim1.CurrentRegion, new Vector2(10, 10), Color.White);
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```
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# Using animation groups
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Animation groups consist of multiple animations. Each animation in a group has a condition that determines if it should currently be playing.
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You can create an animation group and add animations to it like so:
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```cs
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var group = new SpriteAnimationGroup();
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// Animation 1 should always play
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group.Add(anim1, () => true, priority: 0);
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// Animation 2 should play if the game has been running for 10 seconds or more
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// Since its priority is higher than anim1's, it will be the one that plays when its condition is true
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group.Add(anim2, () => gameTime.TotalGameTime.TotalSeconds >= 10, priority: 1);
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```
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As with regular animations, an animation group also has to be updated each update frame:
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```cs
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group.Update(gameTime);
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```
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You can draw the group's current frame as follows:
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```cs
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this.SpriteBatch.Draw(group.CurrentRegion, new Vector2(10, 10), Color.White);
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``` |