C# Class PrinceGame.AnimationSequence

Mostrar archivo 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_oe property

public string StateName
return string

frameRate public_oe static_oe property

public static float frameRate
return float

lsequence public_oe property

public List lsequence
return List

sequence public_oe property

public Sequence,PrinceGame sequence
return Sequence