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- // in WindowsGame1.LoadContent()
- // ...
- AnimationFrame[] frames;
- animationLookup = new Dictionary<string, AnimationFrame[]>();
- frames = new AnimationFrame[16];
- for (int f = 0; f < 4; f++) frames[f] = new AnimationFrame("sword_se", +16, +10);
- for (int f = 4; f < 8; f++) frames[f] = new AnimationFrame("sword_e", +16, +2);
- for (int f = 8; f < 12; f++) frames[f] = new AnimationFrame("sword_ne", +10, -10);
- for (int f = 12; f < 16; f++) frames[f] = new AnimationFrame("sword_n", +0, -16);
- animationLookup.Add("sword_swinging_u", frames);
- frames = new AnimationFrame[16];
- for (int f = 0; f < 4; f++) frames[f] = new AnimationFrame("sword_nw", -14, -9);
- for (int f = 4; f < 8; f++) frames[f] = new AnimationFrame("sword_w", -16, +0);
- for (int f = 8; f < 12; f++) frames[f] = new AnimationFrame("sword_sw", -11, +12);
- for (int f = 12; f < 16; f++) frames[f] = new AnimationFrame("sword_s", +0, 16);
- animationLookup.Add("sword_swinging_d", frames);
- frames = new AnimationFrame[16];
- for (int f = 0; f < 4; f++) frames[f] = new AnimationFrame("sword_ne", +10, -8);
- for (int f = 4; f < 8; f++) frames[f] = new AnimationFrame("sword_n", +0, -11);
- for (int f = 8; f < 12; f++) frames[f] = new AnimationFrame("sword_nw", -14, -5);
- for (int f = 12; f < 16; f++) frames[f] = new AnimationFrame("sword_w", -16, +3);
- animationLookup.Add("sword_swinging_l", frames);
- frames = new AnimationFrame[16];
- for (int f = 0; f < 4; f++) frames[f] = new AnimationFrame("sword_nw", -10, -8);
- for (int f = 4; f < 8; f++) frames[f] = new AnimationFrame("sword_n", +0, -11);
- for (int f = 8; f < 12; f++) frames[f] = new AnimationFrame("sword_ne", +14, -5);
- for (int f = 12; f < 16; f++) frames[f] = new AnimationFrame("sword_e", +16, +3);
- animationLookup.Add("sword_swinging_r", frames);
- frames = new AnimationFrame[12];
- for (int f = 0; f < 4; f++) frames[f] = new AnimationFrame("sword_n", +2, -8);
- for (int f = 4; f < 8; f++) frames[f] = new AnimationFrame("sword_n", +2, -16);
- for (int f = 8; f < 12; f++) frames[f] = new AnimationFrame("sword_n", +2, -8);
- animationLookup.Add("sword_stabbing_u", frames);
- frames = new AnimationFrame[12];
- for (int f = 0; f < 4; f++) frames[f] = new AnimationFrame("sword_s", -2, +8);
- for (int f = 4; f < 8; f++) frames[f] = new AnimationFrame("sword_s", -2, +16);
- for (int f = 8; f < 12; f++) frames[f] = new AnimationFrame("sword_s", -2, +8);
- animationLookup.Add("sword_stabbing_d", frames);
- frames = new AnimationFrame[12];
- for (int f = 0; f < 4; f++) frames[f] = new AnimationFrame("sword_w", -8, +3);
- for (int f = 4; f < 8; f++) frames[f] = new AnimationFrame("sword_w", -16, +3);
- for (int f = 8; f < 12; f++) frames[f] = new AnimationFrame("sword_w", -8, +3);
- animationLookup.Add("sword_stabbing_l", frames);
- frames = new AnimationFrame[12];
- for (int f = 0; f < 4; f++) frames[f] = new AnimationFrame("sword_e", +8, +3);
- for (int f = 4; f < 8; f++) frames[f] = new AnimationFrame("sword_e", +16, +3);
- for (int f = 8; f < 12; f++) frames[f] = new AnimationFrame("sword_e", +8, +3);
- animationLookup.Add("sword_stabbing_r", frames);
- // ...
- void UpdateSword()
- {
- if (sword.state == "swinging" && sword.stateFrames == 16)
- {
- sword = null;
- return;
- }
- if (sword.state == "stabbing" && sword.stateFrames == 12)
- {
- sword = null;
- return;
- }
- AnimationFrame[] frames = animationLookup["sword_" + sword.state + "_" + sword.dir];
- AnimationFrame frame = frames[sword.stateFrames];
- sword.srcRect = frame.srcRect;
- sword.x = player.x + frame.x;
- sword.y = player.y + frame.y;
- sword.stateFrames++;
- }
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