Add Sprite class & load sprite metadata from JSON.
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@ -25,14 +25,10 @@ namespace SemiColinGames {
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position.X += (int) (120 * Facing * modelTime);
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}
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private int SpriteIndex() {
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int frameNum = (int) Clock.ModelTime.TotalMilliseconds / 125 % 4;
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return 35 + frameNum;
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}
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public void Draw(SpriteBatch spriteBatch) {
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int index = SpriteIndex();
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Rectangle textureSource = new Rectangle(index * spriteWidth, 0, spriteWidth, spriteHeight);
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Rectangle textureSource = Sprites.Executioner.GetTextureSource(
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"run", (int) Clock.ModelTime.TotalMilliseconds);
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// TODO: move this into Sprite metadata.
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Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
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SpriteEffects effect = Facing == 1 ?
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SpriteEffects.None : SpriteEffects.FlipHorizontally;
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@ -13,6 +13,7 @@
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<Compile Include="$(MSBuildThisFileDirectory)ExtensionMethods.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Sprites.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Text.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Textures.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Clock.cs" />
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@ -61,6 +61,8 @@ namespace SemiColinGames {
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base.LoadContent();
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SoundEffects.Load(Content);
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Textures.Load(Content);
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Sprites.Load(Content);
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// TODO: move this into World.
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linesOfSight = new LinesOfSight(GraphicsDevice);
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LoadLevel();
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}
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89
Shared/Sprites.cs
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89
Shared/Sprites.cs
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@ -0,0 +1,89 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Newtonsoft.Json.Linq;
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using System.Collections.Generic;
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namespace SemiColinGames {
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struct SpriteAnimation {
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public readonly int Start;
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public readonly int End;
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public readonly int DurationMs;
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public SpriteAnimation(int start, int end, int durationMs) {
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Start = start;
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End = end;
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DurationMs = durationMs;
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}
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}
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struct Frame {
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public readonly Rectangle Source;
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public readonly int DurationMs;
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public Frame(Rectangle source, int durationMs) {
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Source = source;
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DurationMs = durationMs;
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}
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}
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class Sprite {
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public readonly TextureRef Texture;
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private readonly Dictionary<string, SpriteAnimation> animations;
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private readonly List<Frame> frames;
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public Sprite(TextureRef texture, string metadataJson) {
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Texture = texture;
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animations = new Dictionary<string, SpriteAnimation>();
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JObject json = JObject.Parse(metadataJson);
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frames = new List<Frame>();
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foreach (JToken child in json.SelectToken("frames").Children()) {
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Rectangle source = new Rectangle(
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child.SelectToken("frame.x").Value<int>(),
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child.SelectToken("frame.y").Value<int>(),
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child.SelectToken("frame.w").Value<int>(),
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child.SelectToken("frame.h").Value<int>());
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int durationMs = child.SelectToken("duration").Value<int>();
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frames.Add(new Frame(source, durationMs));
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}
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// TODO: handle ping-pong animations.
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JToken frameTags = json.SelectToken("meta.frameTags");
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foreach (JToken child in frameTags.Children()) {
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string name = child.SelectToken("name").Value<string>();
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int start = child.SelectToken("from").Value<int>();
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int end = child.SelectToken("to").Value<int>();
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int durationMs = 0;
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for (int i = start; i <= end; i++) {
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durationMs += frames[i].DurationMs;
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}
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animations[name] = new SpriteAnimation(start, end, durationMs);
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}
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}
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public Rectangle GetTextureSource(string animationName, int timeMs) {
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SpriteAnimation animation = animations[animationName];
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int time = timeMs % animation.DurationMs;
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for (int i = animation.Start; i <= animation.End; i++) {
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int frameTime = frames[i].DurationMs;
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if (time < frameTime) {
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return frames[i].Source;
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}
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time -= frameTime;
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}
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// We shouldn't get here, but if we did, the last frame is a fine thing to return.
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return frames[animation.End].Source;
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}
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}
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static class Sprites {
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public static Sprite Executioner;
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public static void Load(ContentManager content) {
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Executioner = new Sprite(
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Textures.Executioner, content.Load<string>("sprites/ccg/executioner_female_json"));
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}
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}
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}
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