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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsMonoGame/XNA Sprite Animations
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Author Topic: MonoGame/XNA Sprite Animations  (Read 3558 times)
_glitch
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« on: December 03, 2016, 11:05:23 AM »

For all the programmers using MonoGame: here is an example how to create sprite animations.

The only external content you need is a spritesheet.

Create a new class with the name SpriteManager.cs and put following code in it:
Code:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Animation
{
    public class SpriteManager
    {
        protected Texture2D Texture;
        public Vector2 Position = Vector2.Zero;
        public Color Color = Color.White;
        public Vector2 Origin;
        public float Rotation = 0f;
        public float Scale = 1f;
        public SpriteEffects SpriteEffect;
        protected Rectangle[] Rectangles;
        protected int FrameIndex = 0;

        public SpriteManager(Texture2D Texture, int frames)
        {
            this.Texture = Texture;
            int width = Texture.Width / frames;
            Rectangles = new Rectangle[frames];

            for (int i = 0; i < frames; i++)
                Rectangles[i] = new Rectangle(i * width, 0, width, Texture.Height);
        }

        public void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(Texture, Position, Rectangles[FrameIndex], Color, Rotation, Origin, Scale, SpriteEffect, 0f);
        }
    }
}
This code divides the spritesheet into frames, which are later drawn on the screen.

Create a new class with the name SpriteAnimation.cs and put following code in it:
Code:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Animation
{
    public class SpriteAnimation : SpriteManager
    {
        private float timeElapsed;
        public bool IsLooping = false;
        private float timeToUpdate; //default, you may have to change it
        public int FramesPerSecond { set { timeToUpdate = (1f / value);

        public SpriteAnimation(Texture2D Texture, int frames) : base(Texture, frames) { }

        public void Update(GameTime gameTime)
        {
            timeElapsed += (float)gameTime.ElapsedGameTime.TotalSeconds;
            if (timeElapsed > timeToUpdate)
            {
                timeElapsed -= timeToUpdate;

                if (FrameIndex < Rectangles.Lenght - 1)
                    FrameIndex++;

                else if (IsLooping)
                    FrameIndex = 0;
            }
        }
    }
}
This class creates the animation.

Now you have to import a spritesheet image file via the MonoGame Pipeline. In my case it is named "file.png".

This is how you use the classes in Game1.cs; simply add following code to the existing code:
Code:
SpriteAnimation animation; //outside all methods

animation = new  SpriteAnimation(Content.Load<Texture2D>("file");
animation.IsLooping = true;
animation.FramesPerSecond = 5;
animation.Position = new Vector2(100, 100);
//add this to the method LoadContent()

animation.Update(gameTime); //add this to Update()

spriteBatch.Begin();
animation.Draw(spriteBatch);
spriteBatch.End();
//add this to method Draw(GameTime gameTime)


Have fun with your animations. Smiley
« Last Edit: December 28, 2016, 01:40:31 AM by _glitch » Logged
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