当按下不同的键时如何更改精灵表中的帧。 XNA
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【中文标题】当按下不同的键时如何更改精灵表中的帧。 XNA【英文标题】:How to change frames in sprite sheet when different keys are pressed. XNA 【发布时间】:2013-11-15 12:20:30 【问题描述】:我想要实现的是一个逼真的行走动画,其中角色处于静态帧,然后当按下 Right 时,它将加载我创建的角色动画。
我已经尝试过解决这个问题,但到目前为止我得到的都是错误。 这是我的代码: 雪碧
public class Sprite
public static SpriteManager spriteManager;
private int sectorNumber;
private string name;
private TextureData textureData;
private SpritePresentationInfo spritePresentationInfo;
private SpritePositionInfo spritePositionInfo;
public Sprite(string name, TextureData textureData,
SpritePresentationInfo spritePresentationInfo,
SpritePositionInfo spritePositionInfo)
this.name = name;
this.textureData = textureData;
this.spritePresentationInfo = spritePresentationInfo;
this.spritePositionInfo = spritePositionInfo;
//make sure we set first time around
this.sectorNumber = Collision.getSectorNumber(this.POSITIONINFO.BOUNDS);
动画精灵
public class AnimatedSprite : Sprite
protected AnimatedTextureData animatedTextureData;
protected int frameRate, startFrame, currentFrame = 0;
protected bool bRepeatAnimation, bPause;
protected double timeSinceLastFrameInMs, timeBetweenFrameInMs;
#region PROPERTIES
#endregion
public AnimatedSprite(string name, AnimatedTextureData animatedTextureData,
SpritePresentationInfo spritePresentationInfo,
SpritePositionInfo spritePositionInfo,
int frameRate, int startFrame, bool bRepeatAnimation)
: base(name, animatedTextureData, spritePresentationInfo, spritePositionInfo)
this.animatedTextureData = animatedTextureData;// (AnimatedTextureData)animatedTextureData.Clone();
this.frameRate = frameRate;
timeBetweenFrameInMs = 1000.0 / frameRate; //time between each frame if they play at frameRate per second (e.g. 24fps gives timeBetweenFrameInMs = 1000ms/24 per second)
timeSinceLastFrameInMs = timeBetweenFrameInMs; //means no initial delay in animation
this.startFrame = startFrame;
currentFrame = startFrame;
this.bRepeatAnimation = bRepeatAnimation;
玩家精灵。
public class PlayerSprite : Sprite
protected Keys leftKey, rightKey;
//private float moveIncrement = 0.5f;
private int move;
public PlayerSprite(string name, AnimatedTextureData textureData, SpritePresentationInfo spritePresentationInfo,
SpritePositionInfo spritePositionInfo, Keys leftKey, Keys rightKey)
: base(name, textureData, spritePresentationInfo, spritePositionInfo)
this.leftKey = leftKey;
this.rightKey = rightKey;
//-----------------------------------------------------------------------------------
// Use this if we do not want to use the parents
//-----------------------------------------------------------------------------------
public override void Update(GameTime gameTime)
handleInput(gameTime);
base.Update(gameTime);
//-----------------------------------------------------------------------------------
// Use this if we do not want to use the parents
//-----------------------------------------------------------------------------------
protected override void handleInput(GameTime gameTime)
this.move = (int)(GameData.PLAYER_MOVE_INCREMENT * gameTime.ElapsedGameTime.Milliseconds);
if (SpriteManager.GAME.KEYBOARDMANAGER.isKeyDown(leftKey))
MoveBy(-move, 0);
//This is where i want to initialize the walk animation.
if (SpriteManager.GAME.KEYBOARDMANAGER.isKeyDown(rightKey))
MoveBy(move, 0);
主要。我让它在没有按键的情况下工作和动画。
textureManager.Add("PlayerAnimation", "Assets\\Animations\\Characters\\Player\\Player_AnimationFinal", 8, 75,200);
//------------------------------------------------------------------------------------------------
//Player Animation
//------------------------------------------------------------------------------------------------
AnimatedTextureData playerAnimatedTextureData = (AnimatedTextureData)textureManager.Get("PlayerAnimation");
SpritePresentationInfo playerAnimatedPresentationInfo = new SpritePresentationInfo(playerAnimatedTextureData.FULLSOURCERECTANGLE, 0);
SpritePositionInfo playerAnimatedPositionInfo = new SpritePositionInfo(new Vector2(100, 700), playerAnimatedTextureData.Width(), playerAnimatedTextureData.Height(), 0, 2, playerAnimatedTextureData.CENTREORIGIN);
spriteManager.Add(new AnimatedSprite("PlayerAnimation", playerAnimatedTextureData, playerAnimatedPresentationInfo, playerAnimatedPositionInfo,10, 0, true));
//------------------------------------------------------------------------------------------------
【问题讨论】:
没有人会阅读所有这些内容,请将您的问题缩小到特定问题。 【参考方案1】:最好的方法是使用精灵表来制作动画。一张包含所有精灵的图像。然后通过更改 currentFrame
(从 0 到 7)简单地显示图像的这一部分。
sourceRect = new Rectangle(currentFrame * spriteWidth, 0, spriteWidth, spriteHeight)
像这样画
SpriteBatch.Draw (Texture2D, Position, sourceRect, Color)
精灵表图像示例
【讨论】:
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