using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; namespace SemiColinGames { class NPC { private Point position; private const int spriteWidth = 96; private const int spriteHeight = 81; private const int spriteCenterYOffset = 3; public NPC(Point position) { this.position = position; } public int Facing { get; private set; } = 1; public void Update(float modelTime) { if (Facing == 1 && position.X > 16 * 39) { Facing = -1; } if (Facing == -1 && position.X < 16 * 24) { Facing = 1; } position.X += (int) (120 * Facing * modelTime); } private int SpriteIndex() { int frameNum = (int) Clock.ModelTime.TotalMilliseconds / 125 % 4; return 35 + frameNum; } public void Draw(SpriteBatch spriteBatch) { int index = SpriteIndex(); Rectangle textureSource = new Rectangle(index * spriteWidth, 0, spriteWidth, spriteHeight); Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset); SpriteEffects effect = Facing == 1 ? SpriteEffects.None : SpriteEffects.FlipHorizontally; Color color = Color.White; spriteBatch.Draw(Textures.Executioner.Get, position.ToVector2(), textureSource, color, 0f, spriteCenter, Vector2.One, effect, 0f); } } }