Created
March 20, 2015 19:04
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Content; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
using Microsoft.Xna.Framework.Storage; | |
using Microsoft.Xna.Framework.GamerServices; | |
using SpriteClasses; | |
namespace Week07_Animation | |
{ | |
public class Human : PlayerAnimationManager | |
{ | |
public Human(ContentManager Content) | |
: base(Content.Load<Texture2D>("walkCycle1"), | |
new Vector2(100, 450), new Vector2(10, 0), | |
true, 0, 2, SpriteEffects.None) | |
{ | |
Animation animation = new Animation(); | |
//player animations | |
//stop | |
animation.AddCell(Content.Load<Texture2D>("walkCycle1")); //0 | |
AddAnimation("idle", animation); | |
animation = new Animation(); | |
//walk right | |
animation.AddCell(Content.Load<Texture2D>("walkCycle2")); //0 | |
animation.AddCell(Content.Load<Texture2D>("walkCycle3")); //1 | |
animation.AddCell(Content.Load<Texture2D>("walkCycle4")); //2 | |
animation.AddCell(Content.Load<Texture2D>("walkCycle5")); //3 | |
AddAnimation("walk", animation); | |
animation = new Animation(); | |
//kick | |
animation.AddCell(Content.Load<Texture2D>("kick1")); //0 | |
animation.AddCell(Content.Load<Texture2D>("kick2")); //1 | |
animation.AddCell(Content.Load<Texture2D>("kick3")); //2 | |
AddAnimation("kick", animation); | |
//what should he be doing when program starts? | |
Idle(); | |
} | |
public override void Right() | |
{ | |
base.Right(); | |
//make him face right | |
CurrentAnimation = "walk"; | |
animationDictionary["walk"].LoopAll(.5f); | |
} | |
public override void Left() | |
{ | |
base.Left(); | |
//make him face left | |
SetMoveLeft(); | |
CurrentAnimation = "walk"; | |
animationDictionary["walk"].LoopAll(.5f); | |
} | |
public override void Idle() | |
{ | |
base.Idle(); | |
//don't change spriteeffect so he stays pointing the same direction as he was | |
CurrentAnimation = "idle"; | |
//animation is only one cell so we don't have to tell it to play or loop | |
} | |
public void Kick() | |
{ | |
CurrentAnimation = "kick"; | |
//don't change spriteeffect so he stays pointing the same direction as he was | |
animationDictionary["kick"].PlayAll(1f); | |
} | |
} | |
} |
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