thefat /src/Graphics/Animation.cs

Language C# Lines 221
MD5 Hash f53fd07027f3f17a14dfc79b2b36a8fd Estimated Cost $4,437 (why?)
Repository https://bitbucket.org/ioachim/thefat View Raw File
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Audio;

namespace TheFat
{
    public class SoundEffectArgs : EventArgs
    {
        public string SoundName
        {
            get;
            protected set;
        }

        public Cue Sound
        {
            get;
            set;
        }

        public SoundEffectArgs(string soundName) {
            SoundName = soundName;
        }
    }

    class Animation : ICloneable
    {
        public String animationName;
        //public string myName;
        List<string> assetNames;
        List<Texture2D> frames;
        double playTime;
        int currentFrameIndex;
        bool frameJustChanged;
        bool animationJustChanged;
        bool animationJustRestarted;

        public event EventHandler<SoundEffectArgs> SoundEffect;

        public string Sound
        {
            get;
            set;
        }

        public List<KeyValuePair<int, string>> FrameSounds
        {
            get;
            set;
        } 

        public Boolean Finished
        {
            get {
                return (playTime / FrameDelay > frames.Count);
            }
        }
        
        public Boolean Repeat
        {
            get;
            set;
        }


        public float FrameDelay
        {
            get;
            set;
        }

        public Texture2D CurrentFrame
        {
            get;
            protected set;
        }

        public int CurrentFrameIndex
        {
            get { return currentFrameIndex;}
            protected set
            {
                currentFrameIndex = value;
                CurrentFrame = frames[value];
            }
        }


        public Animation(IEnumerable<string> assetNamesParam, float frameDelay)
        {
            this.assetNames = assetNamesParam.ToList();
            this.FrameDelay = frameDelay;
            this.frames = new List<Texture2D>(this.assetNames.Count);
            this.frameJustChanged = true;
            this.animationJustChanged = true;
            this.animationJustRestarted = true;
            FrameSounds = new List<KeyValuePair<int, string>>();

            Repeat = false;
        }

        public Animation(List<string> assetNamesParam, float frameDelay, List<KeyValuePair<int, string>> frameSounds)
        {
            this.assetNames = assetNamesParam;
            this.FrameDelay = frameDelay;
            this.frames = new List<Texture2D>(this.assetNames.Count);
            this.FrameSounds = frameSounds;
            this.frameJustChanged = true;
            this.animationJustChanged = true;
            this.animationJustRestarted = true;

            Repeat = false;
        }

        public Animation(List<string> assetNamesParam, float frameDelay, string sound)
        {
            this.assetNames = assetNamesParam;
            this.FrameDelay = frameDelay;
            this.frames = new List<Texture2D>(this.assetNames.Count);
            this.Sound = sound;
            this.frameJustChanged = true;
            this.animationJustChanged = true;
            this.animationJustRestarted = true;
            FrameSounds = new List<KeyValuePair<int, string>>();
            
            Repeat = false;
        }
    

        public void LoadContent(ContentManager content)
        {
            foreach (string asset in assetNames)
            {
                frames.Add(content.Load<Texture2D>(asset));
            }
            CurrentFrameIndex = 0;
        }

        public void Update(GameTime gameTime)
        {
            playTime += gameTime.ElapsedGameTime.TotalMilliseconds;
            int index = (int)(playTime / FrameDelay) % frames.Count;
            int frameIndex = 0;

            //condicion de repetir animacion
            //determina el frame actual correspondiente
            if (!this.Repeat && (playTime / FrameDelay) > frames.Count)
            {
                frameIndex = frames.Count - 1;
            }
            else frameIndex = index;

            if (CurrentFrameIndex != frameIndex)
            {
                frameJustChanged = true;
                if (CurrentFrameIndex > frameIndex)
                {
                    this.animationJustRestarted = true;
                }
            }


            //frames
            if (frameJustChanged)
            {
                //sonido
                if (FrameSounds != null)
                {
                    for (int i = CurrentFrameIndex; i <= frameIndex; i++)
                    {
                        foreach (var pair in FrameSounds.Where(pair => pair.Key == i))
                        {
                            SoundEffect(this, new SoundEffectArgs(pair.Value));   
                        }
                    }
                }

                //grafica
                CurrentFrameIndex = frameIndex;

                frameJustChanged = false;
            }

            //animacion
            if (animationJustRestarted)
            {
                //sonido
                if (Sound != null)
                {
                    if (SoundEffect != null)
                    {
                        SoundEffect(this, new SoundEffectArgs(Sound));
                    }
                }

                animationJustRestarted = false;
            }

            if (animationJustChanged)
            {
                animationJustChanged = false;
            }
        }
        public Object Clone()
        {
            Animation toReturn = (Animation)this.MemberwiseClone();
            return toReturn;

        }
        public void Reset()
        {
            playTime = 0;
        }
    }
}
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