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