A stealth-based 2D platformer where you don't have to kill anyone unless you want to. https://www.semicolin.games
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace SemiColinGames {
struct SpriteAnimation {
public readonly int Start;
public readonly int End;
public readonly int DurationMs;
public SpriteAnimation(int start, int end, int durationMs) {
Start = start;
End = end;
DurationMs = durationMs;
}
}
struct Frame {
public readonly Rectangle Source;
public readonly int DurationMs;
public Frame(Rectangle source, int durationMs) {
Source = source;
DurationMs = durationMs;
}
}
class Sprite {
public readonly TextureRef Texture;
private readonly Dictionary<string, SpriteAnimation> animations;
private readonly List<Frame> frames;
public Sprite(TextureRef texture, string metadataJson) {
Texture = texture;
animations = new Dictionary<string, SpriteAnimation>();
JObject json = JObject.Parse(metadataJson);
frames = new List<Frame>();
foreach (JToken child in json.SelectToken("frames").Children()) {
Rectangle source = new Rectangle(
child.SelectToken("frame.x").Value<int>(),
child.SelectToken("frame.y").Value<int>(),
child.SelectToken("frame.w").Value<int>(),
child.SelectToken("frame.h").Value<int>());
int durationMs = child.SelectToken("duration").Value<int>();
frames.Add(new Frame(source, durationMs));
}
// TODO: handle ping-pong animations.
JToken frameTags = json.SelectToken("meta.frameTags");
foreach (JToken child in frameTags.Children()) {
string name = child.SelectToken("name").Value<string>();
int start = child.SelectToken("from").Value<int>();
int end = child.SelectToken("to").Value<int>();
int durationMs = 0;
for (int i = start; i <= end; i++) {
durationMs += frames[i].DurationMs;
}
animations[name] = new SpriteAnimation(start, end, durationMs);
}
}
public Rectangle GetTextureSource(string animationName, int timeMs) {
SpriteAnimation animation = animations[animationName];
int time = timeMs % animation.DurationMs;
for (int i = animation.Start; i <= animation.End; i++) {
int frameTime = frames[i].DurationMs;
if (time < frameTime) {
return frames[i].Source;
}
time -= frameTime;
}
// We shouldn't get here, but if we did, the last frame is a fine thing to return.
return frames[animation.End].Source;
}
}
static class Sprites {
public static Sprite Executioner;
public static void Load(ContentManager content) {
Executioner = new Sprite(
Textures.Executioner, content.LoadString("sprites/ccg/executioner_female.json"));
}
}
}