using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardustCore.Animations;
namespace StardustCore.Animations
{
///
/// Deals with animated sprites.
///
public class AnimatedSprite
{
///
/// The position of the sprite.
///
public Vector2 position;
///
/// The animation manager for the sprite.
///
public AnimationManager animation;
///
/// The name of the sprite.
///
public string name;
///
/// The draw color for the sprite.
///
public Color color;
///
/// Constructor.
///
public AnimatedSprite()
{
}
///
/// Constructor.
///
/// The name of the sprite.
/// The position of the sprite.
/// The animation manager for the sprite.
/// The draw color for the sprite.
public AnimatedSprite(string Name, Vector2 Position, AnimationManager Animation, Color DrawColor)
{
this.position = Position;
this.name = Name;
this.animation = Animation;
this.color = DrawColor;
}
///
/// Updates the sprite's logic.
///
///
public virtual void Update(GameTime Time)
{
}
///
/// Draws the sprite to the screen.
///
///
public virtual void draw(SpriteBatch b,float Alpha=1f)
{
this.draw(b, 1f, 0f,Alpha);
}
///
/// Draws the sprite to the screen.
///
///
///
///
///
public virtual void draw(SpriteBatch b,Vector2 Position,float Scale ,float Alpha = 1f)
{
this.draw(b, Position, Scale,0f,Alpha);
}
public virtual void draw(SpriteBatch b,float Scale ,float Alpha = 1f)
{
this.draw(b, Scale, 0f, Alpha);
}
///
/// Draws the sprite to the screen.
///
///
///
///
///
public virtual void draw(SpriteBatch b, float scale, float depth,float alpha=1f)
{
this.animation.draw(b, this.position, new Color(this.color.R, this.color.G, this.color.B, alpha), scale, SpriteEffects.None, depth);
}
///
/// Draws the sprite to the screen.
///
///
///
///
///
/// ///
public virtual void draw(SpriteBatch b,Vector2 position ,float scale, float depth,float alpha=1f)
{
this.animation.draw(b, position, new Color(this.color.R, this.color.G, this.color.B, alpha), scale, SpriteEffects.None, depth);
}
///
/// Draws the sprite to the screen.
///
/// The spritebatch which to draw the sprite.
/// The position on screen.
/// The scale of the sprite.
/// The rotation of the sprite.
/// The depth of the sprite.
/// The alpha for the sprite.
public virtual void draw(SpriteBatch b, Vector2 position, float scale,float rotation ,float depth,float alpha=1f)
{
this.animation.draw(b, position, new Color(this.color.R,this.color.G,this.color.B,alpha), scale, rotation,SpriteEffects.None, depth);
}
///
/// Draws the sprite to the screen.
///
///
///
///
///
///
public virtual void draw(SpriteBatch b, Vector2 position, Vector2 scale, float depth,float alpha=1f)
{
this.animation.draw(b, position, new Color(this.color.R, this.color.G, this.color.B, alpha), scale, SpriteEffects.None, depth);
}
}
}