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OrientedAnimatedSprite.cs
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OrientedAnimatedSprite.cs
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Desktoptale
{
public class OrientedAnimatedSprite : IAnimatedSprite
{
public Orientation Orientation
{
get => _orientation;
set
{
if(_orientation == value) return;
UpdateOrientation(_orientation, value);
_orientation = value;
}
}
public bool KeepProgressOnDirectionChange { get; set; } = false;
public bool Playing => SpriteForOrientation(Orientation).Playing;
public bool Loop
{
get => SpriteForOrientation(Orientation).Loop;
set
{
upSprite.Loop = value;
downSprite.Loop = value;
leftSprite.Loop = value;
rightSprite.Loop = value;
}
}
public int LoopPoint
{
get => SpriteForOrientation(Orientation).LoopPoint;
set
{
upSprite.LoopPoint = value;
downSprite.LoopPoint = value;
leftSprite.LoopPoint = value;
rightSprite.LoopPoint = value;
}
}
public double Framerate
{
get => SpriteForOrientation(Orientation).Framerate;
set
{
upSprite.Framerate = value;
downSprite.Framerate = value;
leftSprite.Framerate = value;
rightSprite.Framerate = value;
}
}
public int FrameCount => SpriteForOrientation(Orientation).FrameCount;
public int StartFrame {
get => SpriteForOrientation(Orientation).StartFrame;
set
{
upSprite.StartFrame = value;
downSprite.StartFrame = value;
leftSprite.StartFrame = value;
rightSprite.StartFrame = value;
} }
public int CurrentFrameIndex {
get => SpriteForOrientation(Orientation).CurrentFrameIndex;
set => SpriteForOrientation(Orientation).CurrentFrameIndex = value;
}
public Point FrameSize => SpriteForOrientation(Orientation).FrameSize;
private AnimatedSprite upSprite, downSprite, leftSprite, rightSprite;
private Orientation _orientation;
private bool flipRightSprite;
public OrientedAnimatedSprite(Texture2D upSpritesheet, int upFrameCount, Texture2D downSpritesheet, int downFrameCount, Texture2D leftSpritesheet, int leftFrameCount, Texture2D rightSpritesheet, int rightFrameCount)
{
upSprite = new AnimatedSprite(upSpritesheet, upFrameCount);
downSprite = new AnimatedSprite(downSpritesheet, downFrameCount);
leftSprite = new AnimatedSprite(leftSpritesheet, leftFrameCount);
rightSprite = new AnimatedSprite(rightSpritesheet, rightFrameCount);
Orientation = Orientation.Down;
}
public OrientedAnimatedSprite(Texture2D upSpritesheet, int upFrameCount, Texture2D downSpritesheet, int downFrameCount, Texture2D leftSpritesheet, int leftFrameCount)
{
upSprite = new AnimatedSprite(upSpritesheet, upFrameCount);
downSprite = new AnimatedSprite(downSpritesheet, downFrameCount);
leftSprite = new AnimatedSprite(leftSpritesheet, leftFrameCount);
rightSprite = new AnimatedSprite(leftSpritesheet, leftFrameCount);
Orientation = Orientation.Down;
flipRightSprite = true;
}
public OrientedAnimatedSprite(Texture2D upSpritesheet, Texture2D downSpritesheet, Texture2D leftSpritesheet, Texture2D rightSpritesheet, int frameCount)
{
upSprite = new AnimatedSprite(upSpritesheet, frameCount);
downSprite = new AnimatedSprite(downSpritesheet, frameCount);
leftSprite = new AnimatedSprite(leftSpritesheet, frameCount);
rightSprite = new AnimatedSprite(rightSpritesheet, frameCount);
Orientation = Orientation.Down;
}
public OrientedAnimatedSprite(Texture2D upSpritesheet, Texture2D downSpritesheet, Texture2D leftSpritesheet, int frameCount)
{
upSprite = new AnimatedSprite(upSpritesheet, frameCount);
downSprite = new AnimatedSprite(downSpritesheet, frameCount);
leftSprite = new AnimatedSprite(leftSpritesheet, frameCount);
rightSprite = new AnimatedSprite(leftSpritesheet, frameCount);
Orientation = Orientation.Down;
flipRightSprite = true;
}
public OrientedAnimatedSprite(AnimatedSprite upSprite, AnimatedSprite downSprite, AnimatedSprite leftSprite, AnimatedSprite rightSprite, bool flipRightSprite = false)
{
this.upSprite = upSprite;
this.downSprite = downSprite;
this.leftSprite = leftSprite;
this.rightSprite = rightSprite;
Orientation = Orientation.Down;
this.flipRightSprite = flipRightSprite;
}
public void Play()
{
SpriteForOrientation(Orientation).Play();
}
public void Pause()
{
SpriteForOrientation(Orientation).Pause();
}
public void Stop()
{
SpriteForOrientation(Orientation).Stop();
}
public void Update(GameTime gameTime)
{
SpriteForOrientation(Orientation).Update(gameTime);
}
public void Draw(SpriteBatch spriteBatch,
Vector2 position,
Color color,
float rotation,
Vector2 origin,
Vector2 scale,
SpriteEffects effects,
float layerDepth)
{
if (flipRightSprite && _orientation == Orientation.Right) effects |= SpriteEffects.FlipHorizontally;
SpriteForOrientation(Orientation).Draw(spriteBatch, position, color, rotation, origin, scale, effects, layerDepth);
}
public Point GetMaximumFrameSize()
{
Point size = new Point(0, 0);
size.X = Math.Max(size.X, upSprite.FrameSize.X);
size.X = Math.Max(size.X, downSprite.FrameSize.X);
size.X = Math.Max(size.X, leftSprite.FrameSize.X);
size.X = Math.Max(size.X, rightSprite.FrameSize.X);
size.Y = Math.Max(size.Y, upSprite.FrameSize.Y);
size.Y = Math.Max(size.Y, downSprite.FrameSize.Y);
size.Y = Math.Max(size.Y, leftSprite.FrameSize.Y);
size.Y = Math.Max(size.Y, rightSprite.FrameSize.Y);
return size;
}
private void UpdateOrientation(Orientation oldValue, Orientation newValue)
{
AnimatedSprite oldSprite = SpriteForOrientation(oldValue);
AnimatedSprite newSprite = SpriteForOrientation(newValue);
if(oldSprite.Playing) newSprite.Play();
oldSprite.Stop();
if (KeepProgressOnDirectionChange)
{
newSprite.CurrentFrameIndex = oldSprite.CurrentFrameIndex;
}
}
private AnimatedSprite SpriteForOrientation(Orientation orientation)
{
switch (orientation)
{
case Orientation.Up:
return upSprite;
break;
case Orientation.Down:
return downSprite;
break;
case Orientation.Left:
return leftSprite;
break;
case Orientation.Right:
return rightSprite;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}