Restructured Solution Layout

Moved several enums and helper classes into the QURO library for flexibility and potential reuse.

Also solved desync in animations by making AnimatedSprites reset their timer every time a new animation is loaded.
This commit is contained in:
quinnvoker
2018-11-17 20:54:01 -08:00
parent fb85769677
commit 9a25f068fc
9 changed files with 40 additions and 13 deletions
+11 -10
View File
@@ -4,6 +4,7 @@ using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
using QURO;
using QURO.AnimationLibrary;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate;
@@ -26,15 +27,15 @@ namespace AnimationGenerator
Frame[] soloCursor_pulse_frames = new Frame[]
{
new Frame(loadedFrames["soloCursor"], 20f / 60f),
new Frame(loadedFrames["soloCursor_pulse"], 20f / 60f),
new Frame(loadedFrames["soloCursor"], FrameTime.FramesToSeconds(20)),
new Frame(loadedFrames["soloCursor_pulse"], FrameTime.FramesToSeconds(20)),
};
output.Add(new Animation("soloCursor_pulse", soloCursor_pulse_frames, true));
Frame[] twinCursor_pulse_frames = new Frame[]
{
new Frame(loadedFrames["twinCursor"], 20f / 60f),
new Frame(loadedFrames["twinCursor_pulse"], 20f / 60f),
new Frame(loadedFrames["twinCursor"], FrameTime.FramesToSeconds(20)),
new Frame(loadedFrames["twinCursor_pulse"], FrameTime.FramesToSeconds(20)),
};
output.Add(new Animation("twinCursor_pulse", twinCursor_pulse_frames, true));
@@ -73,12 +74,12 @@ namespace AnimationGenerator
Frame[] block_bounce_frames = new Frame[]
{
new Frame(loadedFrames["block0_bounce2"], 1f / 60f),
new Frame(loadedFrames["block0"], 1f / 60f),
new Frame(loadedFrames["block0_squish"], 1f / 60f),
new Frame(loadedFrames["block0"], 1f / 60f),
new Frame(loadedFrames["block0_bounce1"], 2f / 60f),
new Frame(loadedFrames["block0"], 1f / 60f),
new Frame(loadedFrames["block0_bounce2"], FrameTime.FramesToSeconds(1)),
new Frame(loadedFrames["block0"], FrameTime.FramesToSeconds(1)),
new Frame(loadedFrames["block0_squish"], FrameTime.FramesToSeconds(1)),
new Frame(loadedFrames["block0"], FrameTime.FramesToSeconds(1)),
new Frame(loadedFrames["block0_bounce1"], FrameTime.FramesToSeconds(2)),
new Frame(loadedFrames["block0"], FrameTime.FramesToSeconds(0)),
};
output.Add(new Animation("block_bounce", block_bounce_frames, false));