#region File Description
//-----------------------------------------------------------------------------
// AnimationPlayer.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Platformer
{
///
/// Controls playback of an Animation.
///
struct AnimationPlayer
{
///
/// Gets the animation which is currently playing.
///
public Animation Animation
{
get { return animation; }
}
Animation animation;
///
/// Gets the index of the current frame in the animation.
///
public int FrameIndex
{
get { return frameIndex; }
}
int frameIndex;
///
/// The amount of time in seconds that the current frame has been shown for.
///
private float time;
///
/// Gets a texture origin at the bottom center of each frame.
///
public Vector2 Origin
{
get { return new Vector2(Animation.FrameWidth / 2.0f, Animation.FrameHeight); }
}
///
/// Begins or continues playback of an animation.
///
public void PlayAnimation(Animation animation)
{
// If this animation is already running, do not restart it.
if (Animation == animation)
return;
// Start the new animation.
this.animation = animation;
this.frameIndex = 0;
this.time = 0.0f;
}
///
/// Advances the time position and draws the current frame of the animation.
///
public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects)
{
if (Animation == null)
throw new NotSupportedException("No animation is currently playing.");
// Process passing time.
time += (float)gameTime.ElapsedGameTime.TotalSeconds;
while (time > Animation.FrameTime)
{
time -= Animation.FrameTime;
// Advance the frame index; looping or clamping as appropriate.
if (Animation.IsLooping)
{
frameIndex = (frameIndex + 1) % Animation.FrameCount;
}
else
{
frameIndex = Math.Min(frameIndex + 1, Animation.FrameCount - 1);
}
}
// Calculate the source rectangle of the current frame.
Rectangle source = new Rectangle(FrameIndex * Animation.Texture.Height, 0, Animation.Texture.Height, Animation.Texture.Height);
// Draw the current frame.
spriteBatch.Draw(Animation.Texture, position, source, Color.White, 0.0f, Origin, 1.0f, spriteEffects, 0.0f);
}
}
}