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MLEM/Demos/AnimationDemo.cs
2019-08-14 19:08:37 +02:00

67 lines
3.2 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MLEM.Animations;
using MLEM.Startup;
using MLEM.Textures;
namespace Demos {
public class AnimationDemo : MlemGame {
private SpriteAnimationGroup group;
private int facing;
protected override void LoadContent() {
base.LoadContent();
var tex = LoadContent<Texture2D>("Textures/Anim");
// create the four animations by supplying the time per frame, the texture and the four regions used
var downAnim = new SpriteAnimation(0.2F, tex, new Rectangle(0, 0, 8, 8), new Rectangle(0, 8, 8, 8), new Rectangle(0, 16, 8, 8), new Rectangle(0, 24, 8, 8));
var upAnim = new SpriteAnimation(0.2F, tex, new Rectangle(8, 0, 8, 8), new Rectangle(8, 8, 8, 8), new Rectangle(8, 16, 8, 8), new Rectangle(8, 24, 8, 8));
var leftAnim = new SpriteAnimation(0.2F, tex, new Rectangle(16, 0, 8, 8), new Rectangle(16, 8, 8, 8), new Rectangle(16, 16, 8, 8), new Rectangle(16, 24, 8, 8));
var rightAnim = new SpriteAnimation(0.2F, tex, new Rectangle(24, 0, 8, 8), new Rectangle(24, 8, 8, 8), new Rectangle(24, 16, 8, 8), new Rectangle(24, 24, 8, 8));
// 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 (0 in this case)
this.group.Add(downAnim, () => this.facing == 0);
this.group.Add(upAnim, () => this.facing == 1);
this.group.Add(leftAnim, () => this.facing == 2);
this.group.Add(rightAnim, () => this.facing == 3);
}
protected override void Update(GameTime gameTime) {
base.Update(gameTime);
if (this.InputHandler.IsKeyDown(Keys.Down))
this.facing = 0;
else if (this.InputHandler.IsKeyDown(Keys.Up))
this.facing = 1;
else if (this.InputHandler.IsKeyDown(Keys.Left))
this.facing = 2;
else if (this.InputHandler.IsKeyDown(Keys.Right))
this.facing = 3;
// update the animation group
// if not using a group, just update the animation itself here
this.group.Update(gameTime);
}
protected override void Draw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black);
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.Draw(gameTime);
}
}
}