using CustomNPCFramework.Framework.Enums; using CustomNPCFramework.Framework.NPCS; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StardewValley; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace CustomNPCFramework.Framework.ModularNPCS { /// /// Used to hold all of the sprites for a single asset such as hair or bodies. /// public class AnimatedSpriteCollection { /// /// The left sprite for this sprite asset part. /// AnimatedSpriteExtended leftSprite; /// /// The right sprite for this sprite asset part. /// AnimatedSpriteExtended rightSprite; /// /// The up sprite for this sprite asset part. /// AnimatedSpriteExtended upSprite; /// /// The down sprite for this sprite asset part. /// AnimatedSpriteExtended downSprite; /// /// The current sprite for this sprite collection. This is one of the four directions for this collection. /// public AnimatedSpriteExtended currentSprite; /// /// Constructor. /// /// Left animated sprite for this piece. /// Right animated sprite for this piece. /// Up animated sprite for this piece. /// Down animated sprite for this piece. /// public AnimatedSpriteCollection(AnimatedSpriteExtended LeftSprite,AnimatedSpriteExtended RightSprite,AnimatedSpriteExtended UpSprite,AnimatedSpriteExtended DownSprite,Direction startingSpriteDirection) { this.leftSprite = LeftSprite; this.rightSprite = RightSprite; this.upSprite = UpSprite; this.downSprite = DownSprite; if (startingSpriteDirection == Direction.down) { setDown(); } if (startingSpriteDirection == Direction.left) { setLeft(); } if (startingSpriteDirection == Direction.right) { setRight(); } if (startingSpriteDirection == Direction.up) { setUp(); } } /// /// Reloads all of the directional textures for this texture collection. /// public virtual void reload() { this.leftSprite.reload(); this.rightSprite.reload(); this.upSprite.reload(); this.downSprite.reload(); } /// /// Sets the current sprite direction to face left. /// public void setLeft() { this.currentSprite = leftSprite; } /// /// Sets the current sprite direction to face right. /// public void setRight() { this.currentSprite = rightSprite; } /// /// Sets the current sprite direction to face down. /// public void setDown() { this.currentSprite = downSprite; } /// /// Sets the current sprite direction to face up. /// public void setUp() { this.currentSprite = upSprite; } /// /// Used to draw the sprite to the screen. /// /// /// /// public void draw(SpriteBatch b, Vector2 screenPosition, float layerDepth) { b.Draw(this.currentSprite.sprite.Texture, screenPosition, new Rectangle?(this.currentSprite.sprite.sourceRect), Color.White, 0.0f, Vector2.Zero, (float)Game1.pixelZoom, this.currentSprite.sprite.currentAnimation == null || !this.currentSprite.sprite.currentAnimation[this.currentSprite.sprite.currentAnimationIndex].flip ? SpriteEffects.None : SpriteEffects.FlipHorizontally, layerDepth); } /// /// Used to draw the sprite to the screen. /// /// /// /// /// /// /// /// /// /// /// public void draw(SpriteBatch b, Vector2 screenPosition, float layerDepth, int xOffset, int yOffset, Color c, bool flip = false, float scale = 1f, float rotation = 0.0f, bool characterSourceRectOffset = false) { b.Draw(this.currentSprite.sprite.Texture, screenPosition, new Rectangle?(new Rectangle(this.currentSprite.sprite.sourceRect.X + xOffset, this.currentSprite.sprite.sourceRect.Y + yOffset, this.currentSprite.sprite.sourceRect.Width, this.currentSprite.sprite.sourceRect.Height)), c, rotation, characterSourceRectOffset ? new Vector2((float)(this.currentSprite.sprite.SpriteWidth / 2), (float)((double)this.currentSprite.sprite.SpriteHeight * 3.0 / 4.0)) : Vector2.Zero, scale, flip || this.currentSprite.sprite.currentAnimation != null && this.currentSprite.sprite.currentAnimation[this.currentSprite.sprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, layerDepth); } /// /// A very verbose asset drawer. /// /// /// /// /// /// /// /// /// /// /// public void draw(SpriteBatch b, ExtendedNPC npc, Vector2 position, Rectangle sourceRectangle,Color color, float alpha,Vector2 origin,float scale,SpriteEffects effects,float layerDepth) { //DEFINITELY FIX THIS PART. Something is wrong with how these two functions handle the drawing of my npc to the scene. //this.draw(b, position, layerDepth); b.Draw(this.currentSprite.sprite.Texture,position,this.currentSprite.sprite.sourceRect, color, 0.0f, origin,scale,effects,layerDepth); //b.Draw(this.Sprite.Texture, npc.getLocalPosition(Game1.viewport) + new Vector2((float)(this.sprite.spriteWidth * Game1.pixelZoom / 2), (float)(this.GetBoundingBox().Height / 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(this.Sprite.SourceRect), Color.White * alpha, this.rotation, new Vector2((float)(this.sprite.spriteWidth / 2), (float)((double)this.sprite.spriteHeight * 3.0 / 4.0)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom, this.flip || this.sprite.currentAnimation != null && this.sprite.currentAnimation[this.sprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.991f : (float)this.getStandingY() / 10000f)); } /// /// Animate the current sprite. Theoreticlly works from index offset to how many frames /// /// The delay in milliseconds between frames. public void Animate(float intervalDelay,bool loop=true) { this.Animate(Game1.currentGameTime, 0,2, intervalDelay,this.currentSprite.sprite,loop); } /// /// Animate the current sprite. /// /// The game time from Monogames/XNA /// The starting frame of the animation on the sprite sheet. /// The number of frames to animate the sprite. /// The delay between frames in milliseconds. /// The animated sprite from the npc. /// If true, the animation plays over and over again. /// public virtual bool Animate(GameTime gameTime, int startFrame, int numberOfFrames, float interval, AnimatedSprite sprite, bool loop=true) { if (sprite.CurrentFrame >= startFrame + numberOfFrames + 1 || sprite.CurrentFrame < startFrame) sprite.CurrentFrame = startFrame + sprite.CurrentFrame % numberOfFrames; sprite.timer = sprite.timer + (float)gameTime.ElapsedGameTime.TotalMilliseconds; if ((double)sprite.timer > (double)interval) { sprite.CurrentFrame = sprite.CurrentFrame + 1; sprite.timer = 0.0f; if (sprite.CurrentFrame == startFrame + numberOfFrames + 1 || sprite.currentFrame * sprite.SpriteWidth >= sprite.Texture.Width) { if (loop) sprite.CurrentFrame = startFrame; sprite.UpdateSourceRect(); return true; } } this.UpdateSourceRect(sprite); return false; } /// /// Update the source rectangle on the sprite sheet. Needed for animation. /// /// public virtual void UpdateSourceRect(AnimatedSprite sprite) { if (sprite.ignoreSourceRectUpdates) return; sprite.sourceRect.X = sprite.CurrentFrame * sprite.SpriteWidth; sprite.sourceRect.Y = 0; //sprite.SourceRect = new Rectangle(, 0, sprite.spriteWidth, sprite.spriteHeight); } /// /// Animate the current sprite. Theoreticlly works from index offset to how many frames /// /// public void Animate(float intervalFromCharacter,int startFrame,int endFrame, bool loop) { this.currentSprite.sprite.loop = loop; this.currentSprite.sprite.Animate(Game1.currentGameTime, startFrame, endFrame, intervalFromCharacter); } } }