C# Class PrinceGame.AnimationSequence

Show file Open project: salvadorc17/Prince-Monogame

Public Properties

Property Type Description
StateName string
frameRate float
lsequence List
sequence Sequence

Public Methods

Method Description
DrawItem ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
DrawSprite ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
DrawSprite ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Rectangle rectangleMask, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
DrawTileMask ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Rectangle rectangleMask ) : void
FrameSpriteCount ( ) : int

Gets the index of the current frame in the animation. i count ONLY sprite command

PlayAnimation ( List lsequence, StateElement stateElement ) : void

Begins or continues playback of an animation.

UpdateFrame ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, PlayerState &playerState ) : void
UpdateFrameItem ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, TileState &itemState ) : void
UpdateFrameTile ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, TileState &tileState ) : void

Method Details

DrawItem() public method

public DrawItem ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
return void

DrawSprite() public method

public DrawSprite ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
return void

DrawSprite() public method

public DrawSprite ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
texture Microsoft.Xna.Framework.Graphics.Texture2D
return void

DrawTile() public method

public DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
return void

DrawTile() public method

public DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Rectangle rectangleMask, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
rectangleMask Microsoft.Xna.Framework.Rectangle
texture Microsoft.Xna.Framework.Graphics.Texture2D
return void

DrawTile() public method

public DrawTile ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Microsoft.Xna.Framework.Graphics.Texture2D texture ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
texture Microsoft.Xna.Framework.Graphics.Texture2D
return void

DrawTileMask() public method

public DrawTileMask ( GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects, float depth, Rectangle rectangleMask ) : void
gameTime Microsoft.Xna.Framework.GameTime
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
position Vector2
spriteEffects SpriteEffects
depth float
rectangleMask Microsoft.Xna.Framework.Rectangle
return void

FrameSpriteCount() public method

Gets the index of the current frame in the animation. i count ONLY sprite command
public FrameSpriteCount ( ) : int
return int

PlayAnimation() public method

Begins or continues playback of an animation.
public PlayAnimation ( List lsequence, StateElement stateElement ) : void
lsequence List
stateElement StateElement
return void

UpdateFrame() public method

public UpdateFrame ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, PlayerState &playerState ) : void
elapsed float
position Position
spriteEffects__1 SpriteEffects
playerState PlayerState
return void

UpdateFrameItem() public method

public UpdateFrameItem ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, TileState &itemState ) : void
elapsed float
position Position
spriteEffects__1 SpriteEffects
itemState TileState
return void

UpdateFrameTile() public method

public UpdateFrameTile ( float elapsed, Position &position, SpriteEffects &spriteEffects__1, TileState &tileState ) : void
elapsed float
position Position
spriteEffects__1 SpriteEffects
tileState TileState
return void

Property Details

StateName public property

public string StateName
return string

frameRate public static property

public static float frameRate
return float

lsequence public property

public List lsequence
return List

sequence public property

public Sequence,PrinceGame sequence
return Sequence