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March 17, 2015 16:48
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Audio; | |
using Microsoft.Xna.Framework.Content; | |
using Microsoft.Xna.Framework.GamerServices; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
using Microsoft.Xna.Framework.Media; | |
using Microsoft.Xna.Framework.Net; | |
using Microsoft.Xna.Framework.Storage; | |
namespace Week07_Animation | |
{ | |
/// <summary> | |
/// This is the main type for your game | |
/// </summary> | |
public class Game1 : Microsoft.Xna.Framework.Game | |
{ | |
GraphicsDeviceManager graphics; | |
SpriteBatch spriteBatch; | |
Animation human; | |
Vector2 position = new Vector2(300.0f, 400.0f); | |
SpriteEffects spriteEffect = SpriteEffects.None; | |
Texture2D background1; | |
Texture2D background2; | |
public Game1() | |
{ | |
graphics = new GraphicsDeviceManager(this); | |
graphics.PreferredBackBufferHeight = 600; | |
Content.RootDirectory = "Content"; | |
} | |
/// <summary> | |
/// Allows the game to perform any initialization it needs to before starting to run. | |
/// This is where it can query for any required services and load any non-graphic | |
/// related content. Calling base.Initialize will enumerate through any components | |
/// and initialize them as well. | |
/// </summary> | |
protected override void Initialize() | |
{ | |
// TODO: Add your initialization logic here | |
human = new Animation(); | |
base.Initialize(); | |
} | |
/// <summary> | |
/// LoadContent will be called once per game and is the place to load | |
/// all of your content. | |
/// </summary> | |
protected override void LoadContent() | |
{ | |
// Create a new SpriteBatch, which can be used to draw textures. | |
spriteBatch = new SpriteBatch(GraphicsDevice); | |
background1 = Content.Load<Texture2D>("HillLayer"); | |
background2 = Content.Load<Texture2D>("SkyLayer"); | |
//player animations | |
//stop | |
human.AddCell(Content.Load<Texture2D>("walkCycle1")); //0 | |
//walk right | |
human.AddCell(Content.Load<Texture2D>("walkCycle2")); //1 | |
human.AddCell(Content.Load<Texture2D>("walkCycle3")); //2 | |
human.AddCell(Content.Load<Texture2D>("walkCycle4")); //3 | |
human.AddCell(Content.Load<Texture2D>("walkCycle5")); //4 | |
//kick | |
human.AddCell(Content.Load<Texture2D>("kick1")); //5 | |
human.AddCell(Content.Load<Texture2D>("kick2")); //6 | |
human.AddCell(Content.Load<Texture2D>("kick3")); //7 | |
human.Stop(); | |
} | |
/// <summary> | |
/// UnloadContent will be called once per game and is the place to unload | |
/// all content. | |
/// </summary> | |
protected override void UnloadContent() | |
{ | |
// TODO: Unload any non ContentManager content here | |
} | |
/// <summary> | |
/// Allows the game to run logic such as updating the world, | |
/// checking for collisions, gathering input, and playing audio. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Update(GameTime gameTime) | |
{ | |
// Allows the game to exit | |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) | |
this.Exit(); | |
human.Update(gameTime); | |
UpdateInput(); | |
base.Update(gameTime); | |
} | |
public void UpdateInput() | |
{ | |
KeyboardState keyState = Keyboard.GetState(); | |
float moveSpeed = 5.0f; | |
if (keyState.IsKeyDown(Keys.Left)) | |
{ | |
//moving left, so subtract from position, and flip images | |
//loop so he'll keep running only if I hold the key down | |
position.X -= moveSpeed; | |
spriteEffect = SpriteEffects.FlipHorizontally; | |
human.Loop(1, 4, .5f); | |
} | |
else if (keyState.IsKeyDown(Keys.Right)) | |
{ | |
//moving right, so add to position, and don't flip images | |
//loop so he'll keep running only if I hold the key down | |
position.X += moveSpeed; | |
spriteEffect = SpriteEffects.None; | |
human.Loop(1, 4, .5f); | |
} | |
else | |
{ | |
//not moving, so stop him and show stop frame | |
human.Stop(); | |
human.GotoFrame(0); | |
} | |
if (keyState.IsKeyDown(Keys.K)) | |
{ | |
//kick animation, play once only | |
//with play, the whole animation will play with one keypress | |
human.Play(5, 7, .5f); | |
} | |
} | |
/// <summary> | |
/// This is called when the game should draw itself. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Draw(GameTime gameTime) | |
{ | |
GraphicsDevice.Clear(Color.CornflowerBlue); | |
spriteBatch.Begin(); | |
spriteBatch.Draw(background2, Vector2.Zero, Color.White); | |
spriteBatch.Draw(background1, Vector2.Zero, Color.White); | |
spriteBatch.Draw( | |
human.cellList[human.CurrentCell], | |
position, null, Color.White, 0, Vector2.Zero, 2.0f, | |
spriteEffect, 0); | |
spriteBatch.End(); | |
base.Draw(gameTime); | |
} | |
} | |
} |
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