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AnimatedSprite.cs
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AnimatedSprite.cs
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// Decompiled with JetBrains decompiler
// Type: StardewValley.AnimatedSprite
// Assembly: Stardew Valley, Version=1.5.6.22018, Culture=neutral, PublicKeyToken=null
// MVID: BEBB6D18-4941-4529-AC12-B54F0C61CC20
// Assembly location: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.dll
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Netcode;
using System;
using System.Collections.Generic;
namespace StardewValley
{
public class AnimatedSprite : INetObject<NetFields>
{
public Texture2D spriteTexture;
public string loadedTexture;
public readonly NetString textureName = new NetString();
public float timer;
public float interval = 175f;
public int framesPerAnimation = 4;
public int currentFrame;
public readonly NetInt spriteWidth = new NetInt(16);
public readonly NetInt spriteHeight = new NetInt(24);
public int tempSpriteHeight = -1;
public Rectangle sourceRect;
public bool loop = true;
public bool ignoreStopAnimation;
public bool textureUsesFlippedRightForLeft;
public AnimatedSprite.endOfAnimationBehavior endOfAnimationFunction;
public readonly List<FarmerSprite.AnimationFrame> currentAnimation = new List<FarmerSprite.AnimationFrame>(12);
public int oldFrame;
public int currentAnimationIndex;
protected ContentManager contentManager;
public bool ignoreSourceRectUpdates;
public NetFields NetFields { get; } = new NetFields();
public Texture2D Texture
{
get
{
this.loadTexture();
return this.spriteTexture;
}
}
protected int textureWidth => this.Texture != null ? this.Texture.Width : 96;
protected int textureHeight => this.Texture != null ? this.Texture.Height : 128;
public int SpriteWidth
{
get => this.spriteWidth.Get();
set => this.spriteWidth.Value = value;
}
public int SpriteHeight
{
get => this.tempSpriteHeight != -1 ? this.tempSpriteHeight : this.spriteHeight.Get();
set
{
this.spriteHeight.Value = value;
this.tempSpriteHeight = -1;
}
}
public virtual int CurrentFrame
{
get => this.currentFrame;
set
{
this.currentFrame = value;
this.UpdateSourceRect();
}
}
public List<FarmerSprite.AnimationFrame> CurrentAnimation
{
get => this.currentAnimation.Count == 0 ? (List<FarmerSprite.AnimationFrame>) null : this.currentAnimation;
set
{
this.currentAnimation.Clear();
if (value == null)
return;
this.currentAnimation.AddRange((IEnumerable<FarmerSprite.AnimationFrame>) value);
}
}
public Rectangle SourceRect
{
get => this.sourceRect;
set => this.sourceRect = value;
}
public AnimatedSprite()
{
this.initNetFields();
this.contentManager = (ContentManager) Game1.content;
}
public AnimatedSprite(
ContentManager contentManager,
string textureName,
int currentFrame,
int spriteWidth,
int spriteHeight)
: this()
{
this.contentManager = contentManager;
this.currentFrame = currentFrame;
this.SpriteWidth = spriteWidth;
this.SpriteHeight = spriteHeight;
this.LoadTexture(textureName);
}
public AnimatedSprite(ContentManager contentManager, string textureName)
: this()
{
this.contentManager = contentManager;
this.LoadTexture(textureName);
}
public AnimatedSprite(string textureName, int currentFrame, int spriteWidth, int spriteHeight)
: this((ContentManager) Game1.content, textureName, currentFrame, spriteWidth, spriteHeight)
{
}
public AnimatedSprite(string textureName)
: this((ContentManager) Game1.content, textureName)
{
}
protected virtual void initNetFields() => this.NetFields.AddFields((INetSerializable) this.textureName, (INetSerializable) this.spriteWidth, (INetSerializable) this.spriteHeight);
public void LoadTexture(string textureName)
{
this.textureName.Value = textureName;
this.loadTexture();
}
private void loadTexture()
{
if (this.loadedTexture == this.textureName.Value)
return;
this.spriteTexture = this.textureName.Value != null ? this.contentManager.Load<Texture2D>(this.textureName.Value) : (Texture2D) null;
this.loadedTexture = this.textureName.Value;
if (this.spriteTexture == null)
return;
this.UpdateSourceRect();
}
public int getHeight() => this.SpriteHeight;
public int getWidth() => this.SpriteWidth;
public virtual void StopAnimation()
{
if (this.ignoreStopAnimation)
return;
if (this.CurrentAnimation != null)
{
this.CurrentAnimation = (List<FarmerSprite.AnimationFrame>) null;
this.currentFrame = this.oldFrame;
this.UpdateSourceRect();
}
else
{
if (this is FarmerSprite && this.currentFrame >= 232)
this.currentFrame -= 8;
if (this.currentFrame >= 64 && this.currentFrame <= 155)
this.currentFrame = (this.currentFrame - this.currentFrame % (this.textureWidth / this.SpriteWidth)) % 32 + 96;
else if (this.textureUsesFlippedRightForLeft && this.currentFrame >= this.textureWidth / this.SpriteWidth * 3)
{
if (this.currentFrame == 14 && this.textureWidth / this.SpriteWidth == 4)
this.currentFrame = 4;
}
else
this.currentFrame = (this.currentFrame - this.currentFrame % (this.textureWidth / this.SpriteWidth)) % 32;
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)
{
switch (direction)
{
case 0:
direction = 2;
break;
case 2:
direction = 0;
break;
}
this.currentFrame = direction * 4;
this.UpdateSourceRect();
}
public virtual void faceDirection(int direction)
{
if (this.ignoreStopAnimation)
return;
if (this.CurrentAnimation != null)
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.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 += (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) this.interval + (double) intervalOffset)
{
++this.currentFrame;
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 += (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) this.interval + (double) intervalOffset)
{
++this.currentFrame;
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.framesPerAnimation;
this.timer += (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) this.interval + (double) intervalOffset)
{
++this.currentFrame;
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 += (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) this.interval + (double) intervalOffset)
{
++this.currentFrame;
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 += (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) interval)
{
++this.currentFrame;
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 += (float) gameTime.ElapsedGameTime.TotalMilliseconds;
if ((double) this.timer > (double) interval)
{
--this.currentFrame;
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.Clear();
this.currentAnimation.AddRange((IEnumerable<FarmerSprite.AnimationFrame>) 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;
}
/// returns true when the animation is finished
public bool animateOnce(GameTime time)
{
if (this.CurrentAnimation != null)
{
this.timer -= (float) time.ElapsedGameTime.Milliseconds;
if ((double) this.timer <= 0.0)
{
if (this.CurrentAnimation[this.currentAnimationIndex].frameEndBehavior != null)
{
this.CurrentAnimation[this.currentAnimationIndex].frameEndBehavior((Farmer) null);
if (this.CurrentAnimation == null)
{
this.currentFrame = this.oldFrame;
this.CurrentAnimation = (List<FarmerSprite.AnimationFrame>) null;
this.UpdateSourceRect();
return true;
}
}
++this.currentAnimationIndex;
if (this.currentAnimationIndex >= this.CurrentAnimation.Count)
{
if (this.loop)
{
this.currentAnimationIndex = 0;
}
else
{
this.currentFrame = this.oldFrame;
this.CurrentAnimation = (List<FarmerSprite.AnimationFrame>) null;
this.UpdateSourceRect();
return true;
}
}
if (this.CurrentAnimation[this.currentAnimationIndex].frameStartBehavior != null)
this.CurrentAnimation[this.currentAnimationIndex].frameStartBehavior((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;
}
this.UpdateSourceRect();
return true;
}
public virtual void UpdateSourceRect()
{
if (this.ignoreSourceRectUpdates)
return;
int spriteWidth = this.SpriteWidth;
int spriteHeight = this.SpriteHeight;
this.SourceRect = new Rectangle(this.currentFrame * spriteWidth % this.Texture.Width, this.currentFrame * spriteWidth / this.Texture.Width * spriteHeight, spriteWidth, spriteHeight);
}
public void draw(SpriteBatch b, Vector2 screenPosition, float layerDepth)
{
if (this.Texture == null)
return;
b.Draw(this.Texture, screenPosition, new Rectangle?(this.sourceRect), Color.White, 0.0f, Vector2.Zero, 4f, 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)
{
if (this.Texture == null)
return;
b.Draw(this.Texture, 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, float alpha = 1f) => b.Draw(Game1.shadowTexture, screenPosition + new Vector2((float) (this.SpriteWidth / 2 * 4) - scale, (float) (this.SpriteHeight * 4) - scale), new Rectangle?(Game1.shadowTexture.Bounds), Color.White * alpha, 0.0f, Utility.PointToVector2(Game1.shadowTexture.Bounds.Center), scale, SpriteEffects.None, 1E-05f);
public void drawShadow(SpriteBatch b, Vector2 screenPosition, float scale = 4f) => this.drawShadow(b, screenPosition, scale, 1f);
public AnimatedSprite Clone()
{
AnimatedSprite animatedSprite = new AnimatedSprite();
animatedSprite.spriteWidth.Set(this.spriteWidth.Value);
animatedSprite.spriteHeight.Set(this.spriteHeight.Value);
animatedSprite.spriteTexture = this.spriteTexture;
animatedSprite.loadedTexture = this.loadedTexture;
animatedSprite.textureName.Set(this.textureName.Value);
animatedSprite.timer = this.timer;
animatedSprite.interval = this.interval;
animatedSprite.framesPerAnimation = this.framesPerAnimation;
animatedSprite.currentFrame = this.currentFrame;
animatedSprite.tempSpriteHeight = this.tempSpriteHeight;
animatedSprite.sourceRect = new Rectangle(this.sourceRect.X, this.sourceRect.Y, this.sourceRect.Width, this.sourceRect.Height);
animatedSprite.loop = this.loop;
animatedSprite.ignoreStopAnimation = this.ignoreStopAnimation;
animatedSprite.textureUsesFlippedRightForLeft = this.textureUsesFlippedRightForLeft;
animatedSprite.CurrentAnimation = this.CurrentAnimation;
animatedSprite.oldFrame = this.oldFrame;
animatedSprite.currentAnimationIndex = this.currentAnimationIndex;
animatedSprite.contentManager = this.contentManager;
animatedSprite.UpdateSourceRect();
return animatedSprite;
}
public delegate void endOfAnimationBehavior(Farmer who);
}
}