rickbatka / co-op-engine

A prototype engine for our planned co-op game. This is where we will make it work, make it network, and make it feel fun. No AI, level design, etc.
2 stars 0 forks source link

Animations (Physical and Graphical) #7

Closed reddenx closed 10 years ago

reddenx commented 10 years ago

Object animations Background Animations Character state machine CHANGING IDEA

reddenx commented 10 years ago

Base idea stubbed, data reader stubbed, deferring enumeration for gamestate till discussion

reddenx commented 10 years ago

Generic rectangle animation system, usable for both physics, animated spritesheets, and animated tilesets. Would include a read from file capability, and would support multiple rectangles per frame.

rickbatka commented 10 years ago

Got animations hooked up... sorta. Still have decisions to make about how we structure our tiles... I'm thinking crazy things, like if we do straight-down we can just have one animation for each thing and rotate it.

reddenx commented 10 years ago

Hooking up physics is being a major pain, theres some major inconsistencies between objects, like the mover has a width and height which I'm assuming is used for collisions? But then there's the bounging box on the physicsbase, and lastly there's there renderer which doesn't really use either and builds it's own rectangle from the mover height width and uses position…. We really need to decide what each object's responsibilities are cause this is getting fragmented quickly.

rickbatka commented 10 years ago

Directioned animations are in, as are reading spritesheets from file.

Introduced the notion of directions S,W,N,E as ints 0,1,2,3. Must know for creating spritesheet maps. just remember, default is South because it faces the camera, then it goes clockwise.

Next up is physics rectangles in spritesheets!

reddenx commented 10 years ago

Nice work! looks awesome!

rickbatka commented 10 years ago

Fully directional attacks are in. Currently faces the walking direction, going to make it face mouse / right stick next.

After that, physics rectangles and attack rectangles.

rickbatka commented 10 years ago

Ok, got our content pipeline figured out. you have to download and install the windows phone 8 SDK. Basically, we have an empty windows phone 8 project in our solution with a content folder - because microsoft still supports those types of content projects.

Our solution is dependent on that one, so the dummy content project builds first. The .xnb files are added as links - not files - in our Content folder. So now, you press build and all the assets are compiled and copied into the running project, oh yeah!

Details on how to get it set up if it causes problems for you: http://www.billreiss.com/monogame-for-windows-8-step-2-content/

reddenx commented 10 years ago

Is this considered finished with the completion of the weapon?

rickbatka commented 10 years ago
rickbatka commented 10 years ago
rickbatka commented 10 years ago

Closing this issue, woot! CurrentFrame is a field on GameObject and the animatedRenderer simply advances the frame. Frame holds drawing and physics rectangles, and damage dots (if the thing being animated s doing damage, weapons for example).