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AnimatedSprite.cs
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// Decompiled with JetBrains decompiler
// Type: StardewValley.AnimatedSprite
// Assembly: Stardew Valley, Version=1.2.6400.27469, Culture=neutral, PublicKeyToken=null
// MVID: 77B7094A-F6F0-4ACC-91F4-E335E2733EDB
// Assembly location: D:\SteamLibrary\steamapps\common\Stardew Valley\Stardew Valley.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace StardewValley
{
public class AnimatedSprite
{
public float interval = 175f;
public int framesPerAnimation = 4;
public int spriteWidth = 16;
public int spriteHeight = 24;
public bool loop = true;
protected Texture2D spriteTexture;
public float timer;
public int currentFrame;
public Rectangle sourceRect;
public bool ignoreStopAnimation;
public bool textureUsesFlippedRightForLeft;
protected AnimatedSprite.endOfAnimationBehavior endOfAnimationFunction;
protected int textureWidth;
protected int textureHeight;
public List<FarmerSprite.AnimationFrame> currentAnimation;
public int oldFrame;
public int currentAnimationIndex;
public bool ignoreSourceRectUpdates;
public Texture2D Texture
{
get
{
return this.spriteTexture;
}
set
{
this.spriteTexture = value;
}
}
public virtual int CurrentFrame
{
get
{
return this.currentFrame;
}
set
{
this.currentFrame = value;
this.UpdateSourceRect();
}
}
public List<FarmerSprite.AnimationFrame> CurrentAnimation
{
get
{
return this.currentAnimation;
}
set
{
this.currentAnimation = value;
}
}
public Rectangle SourceRect
{
get
{
return this.sourceRect;
}
set
{
this.sourceRect = value;
}
}
public AnimatedSprite(Texture2D texture, int currentFrame, int spriteWidth, int spriteHeight)
{
this.spriteTexture = texture;
this.textureWidth = texture == null ? 96 : texture.Width;
this.textureHeight = texture == null ? 128 : texture.Height;
this.currentFrame = currentFrame;
this.spriteWidth = spriteWidth;
this.spriteHeight = spriteHeight;
if (this.spriteTexture == null)
return;
this.UpdateSourceRect();
}
public AnimatedSprite(Texture2D texture)
{
this.spriteTexture = texture;
this.UpdateSourceRect();
this.textureWidth = texture == null ? 96 : texture.Width;
this.textureHeight = texture == null ? 128 : texture.Height;
}
public int getHeight()
{
return this.spriteHeight;
}
public int getWidth()
{
return this.spriteWidth;
}
public virtual void StopAnimation()
{
if (this.ignoreStopAnimation)
return;
if (this.currentAnimation != null)
{
this.currentAnimation = (List<FarmerSprite.AnimationFrame>) null;
this.CurrentFrame = this.oldFrame;
}
else
{
if (this is FarmerSprite && this.CurrentFrame >= 232)
this.CurrentFrame = this.CurrentFrame - 8;
this.CurrentFrame = this.CurrentFrame < 64 || this.CurrentFrame > 155 ? (this.currentFrame - this.currentFrame % (this.textureWidth / this.spriteWidth)) % 32 : (this.CurrentFrame - this.CurrentFrame % (this.textureWidth / this.spriteWidth)) % 32 + 96;
this.UpdateSourceRect();
}
}
public virtual void standAndFaceDirection(int direction)
{
switch (direction)
{
case 0:
this.CurrentFrame = 12;
break;
case 1:
this.CurrentFrame = 6;
break;
case 2:
this.CurrentFrame = 0;
break;
case 3:
this.CurrentFrame = 6;
break;
}
this.UpdateSourceRect();
}
public void faceDirectionStandard(int direction)
{
if (direction == 0)
direction = 2;
else if (direction == 2)
direction = 0;
this.CurrentFrame = direction * 4;
this.UpdateSourceRect();
}
public virtual void faceDirection(int direction)
{
if (this.ignoreStopAnimation)
return;
try
{
switch (direction)
{
case 0:
this.CurrentFrame = this.textureWidth / this.spriteWidth * 2 + this.CurrentFrame % (this.textureWidth / this.spriteWidth);
break;
case 1:
this.CurrentFrame = this.textureWidth / this.spriteWidth + this.CurrentFrame % (this.textureWidth / this.spriteWidth);
break;
case 2:
this.CurrentFrame = this.CurrentFrame % (this.textureWidth / this.spriteWidth);
break;
case 3:
this.CurrentFrame = !this.textureUsesFlippedRightForLeft ? this.textureWidth / this.spriteWidth * 3 + this.CurrentFrame % (this.textureWidth / this.spriteWidth) : this.textureWidth / this.spriteWidth + this.CurrentFrame % (this.textureWidth / this.spriteWidth);
break;
}
}
catch (Exception ex)
{
}
this.UpdateSourceRect();
}
public void AnimateRight(GameTime gameTime, int intervalOffset = 0, string soundForFootstep = "")
{
if (this.CurrentFrame >= this.framesPerAnimation * 2 || this.CurrentFrame < this.framesPerAnimation)
this.CurrentFrame = this.framesPerAnimation + this.CurrentFrame % this.framesPerAnimation;
this.timer = this.timer + (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) this.interval + (double) intervalOffset)
{
this.CurrentFrame = this.CurrentFrame + 1;
this.timer = 0.0f;
if (this.CurrentFrame % 2 != 0 && soundForFootstep.Length > 0 && (Game1.currentSong == null || Game1.currentSong.IsStopped))
Game1.playSound(soundForFootstep);
if (this.CurrentFrame >= this.framesPerAnimation * 2 && this.loop)
this.CurrentFrame = this.framesPerAnimation;
}
this.UpdateSourceRect();
}
public void AnimateUp(GameTime gameTime, int intervalOffset = 0, string soundForFootstep = "")
{
if (this.CurrentFrame >= this.framesPerAnimation * 3 || this.CurrentFrame < this.framesPerAnimation * 2)
this.CurrentFrame = this.framesPerAnimation * 2 + this.CurrentFrame % this.framesPerAnimation;
this.timer = this.timer + (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) this.interval + (double) intervalOffset)
{
this.CurrentFrame = this.CurrentFrame + 1;
this.timer = 0.0f;
if (this.CurrentFrame % 2 != 0 && soundForFootstep.Length > 0 && (Game1.currentSong == null || Game1.currentSong.IsStopped))
Game1.playSound(soundForFootstep);
if (this.CurrentFrame >= this.framesPerAnimation * 3 && this.loop)
this.CurrentFrame = this.framesPerAnimation * 2;
}
this.UpdateSourceRect();
}
public void AnimateDown(GameTime gameTime, int intervalOffset = 0, string soundForFootstep = "")
{
if (this.CurrentFrame >= this.framesPerAnimation || this.CurrentFrame < 0)
this.CurrentFrame = this.CurrentFrame % this.framesPerAnimation;
this.timer = this.timer + (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) this.interval + (double) intervalOffset)
{
this.CurrentFrame = this.CurrentFrame + 1;
this.timer = 0.0f;
if (this.CurrentFrame % 2 != 0 && soundForFootstep.Length > 0 && (Game1.currentSong == null || Game1.currentSong.IsStopped))
Game1.playSound(soundForFootstep);
if (this.CurrentFrame >= this.framesPerAnimation && this.loop)
this.CurrentFrame = 0;
}
this.UpdateSourceRect();
}
public void AnimateLeft(GameTime gameTime, int intervalOffset = 0, string soundForFootstep = "")
{
if (this.CurrentFrame >= this.framesPerAnimation * 4 || this.CurrentFrame < this.framesPerAnimation * 3)
this.CurrentFrame = this.framesPerAnimation * 3 + this.CurrentFrame % this.framesPerAnimation;
this.timer = this.timer + (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) this.interval + (double) intervalOffset)
{
this.CurrentFrame = this.CurrentFrame + 1;
this.timer = 0.0f;
if (this.CurrentFrame % 2 != 0 && soundForFootstep.Length > 0 && (Game1.currentSong == null || Game1.currentSong.IsStopped))
Game1.playSound(soundForFootstep);
if (this.CurrentFrame >= this.framesPerAnimation * 4 && this.loop)
this.CurrentFrame = this.framesPerAnimation * 3;
}
this.UpdateSourceRect();
}
public bool Animate(GameTime gameTime, int startFrame, int numberOfFrames, float interval)
{
if (this.CurrentFrame >= startFrame + numberOfFrames || this.CurrentFrame < startFrame)
this.CurrentFrame = startFrame + this.CurrentFrame % numberOfFrames;
this.timer = this.timer + (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) interval)
{
this.CurrentFrame = this.CurrentFrame + 1;
this.timer = 0.0f;
if (this.CurrentFrame >= startFrame + numberOfFrames)
{
if (this.loop)
this.CurrentFrame = startFrame;
this.UpdateSourceRect();
return true;
}
}
this.UpdateSourceRect();
return false;
}
public bool AnimateBackwards(GameTime gameTime, int startFrame, int numberOfFrames, float interval)
{
if (this.CurrentFrame >= startFrame + numberOfFrames || this.CurrentFrame < startFrame)
this.CurrentFrame = startFrame + this.CurrentFrame % numberOfFrames;
this.timer = this.timer + (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) interval)
{
this.CurrentFrame = this.CurrentFrame - 1;
this.timer = 0.0f;
if (this.CurrentFrame <= startFrame - numberOfFrames)
{
if (this.loop)
this.CurrentFrame = startFrame;
this.UpdateSourceRect();
return true;
}
}
this.UpdateSourceRect();
return false;
}
public virtual void setCurrentAnimation(List<FarmerSprite.AnimationFrame> animation)
{
this.currentAnimation = animation;
this.oldFrame = this.currentFrame;
this.currentAnimationIndex = 0;
if (this.currentAnimation.Count <= 0)
return;
this.timer = (float) this.currentAnimation[0].milliseconds;
this.CurrentFrame = this.currentAnimation[0].frame;
}
public bool animateOnce(GameTime time)
{
if (this.currentAnimation == null)
return true;
this.timer = this.timer - (float) time.ElapsedGameTime.Milliseconds;
if ((double) this.timer <= 0.0)
{
this.currentAnimationIndex = this.currentAnimationIndex + 1;
if (this.currentAnimationIndex >= this.currentAnimation.Count)
{
if (this.loop)
{
this.currentAnimationIndex = 0;
}
else
{
this.currentFrame = this.oldFrame;
this.currentAnimation = (List<FarmerSprite.AnimationFrame>) null;
return true;
}
}
if (this.currentAnimation[this.currentAnimationIndex].frameBehavior != null)
this.currentAnimation[this.currentAnimationIndex].frameBehavior((Farmer) null);
if (this.currentAnimation != null)
{
this.timer = (float) this.currentAnimation[this.currentAnimationIndex].milliseconds;
this.CurrentFrame = this.currentAnimation[this.currentAnimationIndex].frame;
this.UpdateSourceRect();
}
}
return false;
}
public virtual void UpdateSourceRect()
{
if (this.ignoreSourceRectUpdates)
return;
this.SourceRect = new Rectangle(this.CurrentFrame * this.spriteWidth % this.spriteTexture.Width, this.CurrentFrame * this.spriteWidth / this.spriteTexture.Width * this.spriteHeight, this.spriteWidth, this.spriteHeight);
}
public void draw(SpriteBatch b, Vector2 screenPosition, float layerDepth)
{
b.Draw(this.spriteTexture, screenPosition, new Rectangle?(this.sourceRect), Color.White, 0.0f, Vector2.Zero, (float) Game1.pixelZoom, this.currentAnimation == null || !this.currentAnimation[this.currentAnimationIndex].flip ? SpriteEffects.None : SpriteEffects.FlipHorizontally, layerDepth);
}
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)
{
b.Draw(this.spriteTexture, screenPosition, new Rectangle?(new Rectangle(this.sourceRect.X + xOffset, this.sourceRect.Y + yOffset, this.sourceRect.Width, this.sourceRect.Height)), c, rotation, characterSourceRectOffset ? new Vector2((float) (this.spriteWidth / 2), (float) ((double) this.spriteHeight * 3.0 / 4.0)) : Vector2.Zero, scale, flip || this.currentAnimation != null && this.currentAnimation[this.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, layerDepth);
}
public void drawShadow(SpriteBatch b, Vector2 screenPosition, float scale = 4f)
{
b.Draw(Game1.shadowTexture, screenPosition + new Vector2((float) (this.spriteWidth / 2 * Game1.pixelZoom) - scale, (float) (this.spriteHeight * Game1.pixelZoom) - scale), new Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, Utility.PointToVector2(Game1.shadowTexture.Bounds.Center), scale, SpriteEffects.None, 1E-05f);
}
public delegate void endOfAnimationBehavior(Farmer who);
}
}