rename SpritePosition -> SpriteIndex
GitOrigin-RevId: b620c8922b92ac9f5b1b4298dfa9ed35a7641f11
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03b8688f1e
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@ -1,11 +1,11 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace SemiColinGames {
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namespace SemiColinGames {
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class Player {
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class Player {
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enum Facing { Left, Right };
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enum Facing { Left, Right };
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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enum AirState { Jumping, Ground, Falling };
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enum AirState { Jumping, Ground, Falling };
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@ -145,7 +145,7 @@ namespace SemiColinGames {
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position.X = Math.Max(position.X, 0 + spriteWidth);
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position.X = Math.Max(position.X, 0 + spriteWidth);
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}
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}
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private int SpritePosition(Pose pose, GameTime time) {
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private int SpriteIndex(Pose pose, GameTime time) {
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
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if (frameNum == 3) {
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if (frameNum == 3) {
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frameNum = 1;
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frameNum = 1;
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@ -180,7 +180,7 @@ namespace SemiColinGames {
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}
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}
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public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
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public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
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int index = SpritePosition(pose, time);
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int index = SpriteIndex(pose, time);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects effect = facing == Facing.Right ?
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