HeroExample.cs :  » Game » SDL » SdlDotNetExamples » SmallDemos » C# / CSharp Open Source

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C# / C Sharp
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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNetExamples » SmallDemos » HeroExample.cs
#region LICENSE
/*
 * Copyright (C) 2005 Rob Loach (http://www.robloach.net)
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#endregion LICENSE

using System;
using System.IO;
using System.Drawing;

using SdlDotNet;
using SdlDotNet.Graphics;
using SdlDotNet.Graphics.Sprites;
using SdlDotNet.Core;
using SdlDotNet.Input;

namespace SdlDotNetExamples.SmallDemos{
    public class HeroExample : IDisposable
    {
        // Our hero sprite to walk around.
        private AnimatedSprite hero = new AnimatedSprite(); 

        [STAThread]
        public static void Run()
        {
            // Start the application
            HeroExample app = new HeroExample();
            app.Go();
        }

        public void Go()
        {
            // Setup the SDL.NET events
            Events.Fps = 50;
            Events.Tick += new EventHandler<TickEventArgs>(Events_Tick);
            Events.Quit += new EventHandler<QuitEventArgs>(Events_Quit);
            Events.KeyboardDown += new EventHandler<KeyboardEventArgs>(Events_KeyboardDown);
            Events.KeyboardUp += new EventHandler<KeyboardEventArgs>(Events_KeyboardUp);
            Events.Run();
        }

        public HeroExample()
        {
            // Start up the window
            Video.WindowIcon();
            Video.WindowCaption = "SDL.NET - Hero Example";
            Video.SetVideoMode(400, 300);

            string filePath = Path.Combine("..", "..");
            string fileDirectory = "Data";
            string fileName = "hero.png";
            if (File.Exists(fileName))
            {
                filePath = "";
                fileDirectory = "";
            }
            else if (File.Exists(Path.Combine(fileDirectory, fileName)))
            {
                filePath = "";
            }

            string file = Path.Combine(Path.Combine(filePath, fileDirectory), fileName);

            // Load the image
            Surface image = new Surface(file);

            // Create the animation frames
            SurfaceCollection walkUp = new SurfaceCollection();
            walkUp.Add(image, new Size(24, 32), 0);
            SurfaceCollection walkRight = new SurfaceCollection();
            walkRight.Add(image, new Size(24, 32), 1);
            SurfaceCollection walkDown = new SurfaceCollection();
            walkDown.Add(image, new Size(24, 32), 2);
            SurfaceCollection walkLeft = new SurfaceCollection();
            walkLeft.Add(image, new Size(24, 32), 3);

            // Add the animations to the hero
            AnimationCollection animWalkUp = new AnimationCollection();
            animWalkUp.Add(walkUp, 35);
            hero.Animations.Add("WalkUp", animWalkUp);
            AnimationCollection animWalkRight = new AnimationCollection();
            animWalkRight.Add(walkRight, 35);
            hero.Animations.Add("WalkRight", animWalkRight);
            AnimationCollection animWalkDown = new AnimationCollection();
            animWalkDown.Add(walkDown, 35);
            hero.Animations.Add("WalkDown", animWalkDown);
            AnimationCollection animWalkLeft = new AnimationCollection();
            animWalkLeft.Add(walkLeft, 35);
            hero.Animations.Add("WalkLeft", animWalkLeft);

            // Change the transparent color of the sprite
            hero.TransparentColor = Color.Magenta;
            hero.Transparent = true;

            // Setup the startup animation and make him not walk
            hero.CurrentAnimation = "WalkDown";
            hero.Animate = false;
            // Put him in the center of the screen
            hero.Center = new Point(
                Video.Screen.Width / 2,
                Video.Screen.Height / 2);
        }

        private void Events_Tick(object sender, TickEventArgs e)
        {

            // Clear the screen, draw the hero and output to the window
            Video.Screen.Fill(Color.DarkGreen);
            try
            {
                Video.Screen.Blit(hero);
                //hero.Render(Video.Screen);
            }
            catch (System.ArgumentOutOfRangeException ex)
            {
                Console.WriteLine(ex.StackTrace.ToString());
            }
            Video.Screen.Update();


            // If the hero is animated, he is walking, so move him around!
            if (hero.Animate)
            {
                switch (hero.CurrentAnimation)
                {
                    case "WalkLeft":
                        // 2 is the speed of the hero when walking.
                        hero.X -= 2;
                        break;
                    case "WalkUp":
                        hero.Y -= 2;
                        break;
                    case "WalkDown":
                        hero.Y += 2;
                        break;
                    case "WalkRight":
                        hero.X += 2;
                        break;
                }
            }


        }

        private void Events_KeyboardDown(object sender, KeyboardEventArgs e)
        {
            // Check which key was pressed and change the animation accordingly
            switch (e.Key)
            {
                case Key.LeftArrow:
                    hero.CurrentAnimation = "WalkLeft";
                    hero.Animate = true;
                    break;
                case Key.RightArrow:
                    hero.CurrentAnimation = "WalkRight";
                    hero.Animate = true;
                    break;
                case Key.DownArrow:
                    hero.CurrentAnimation = "WalkDown";
                    hero.Animate = true;
                    break;
                case Key.UpArrow:
                    hero.CurrentAnimation = "WalkUp";
                    hero.Animate = true;
                    break;
                case Key.Escape:
                case Key.Q:
                    Events.QuitApplication();
                    break;
            }
        }

        private void Events_KeyboardUp(object sender, KeyboardEventArgs e)
        {
            // Check which key was brought up and stop the hero if needed
            if (e.Key == Key.LeftArrow && hero.CurrentAnimation == "WalkLeft")
            {
                hero.Animate = false;
            }
            else if (e.Key == Key.UpArrow && hero.CurrentAnimation == "WalkUp")
            {
                hero.Animate = false;
            }
            else if (e.Key == Key.DownArrow && hero.CurrentAnimation == "WalkDown")
            {
                hero.Animate = false;
            }
            else if (e.Key == Key.RightArrow && hero.CurrentAnimation == "WalkRight")
            {
                hero.Animate = false;
            }
        }
        private void Events_Quit(object sender, QuitEventArgs e)
        {
            Events.QuitApplication();
        }

        /// <summary>
        /// Lesson Title
        /// </summary>
        public static string Title
        {
            get
            {
                return "HeroExample: Simple animation";
            }
        }

        #region IDisposable Members

        private bool disposed;

        /// <summary>
        /// 
        /// </summary>
        /// <param name="disposing"></param>
        protected virtual void Dispose(bool disposing)
        {
            if (!this.disposed)
            {
                if (disposing)
                {
                    if (this.hero != null)
                    {
                        this.hero.Dispose();
                        this.hero = null;
                    }
                }
                this.disposed = true;
            }
        }
        /// <summary>
        /// 
        /// </summary>
        public void Dispose()
        {
            this.Dispose(true);
            GC.SuppressFinalize(this);
        }

        /// <summary>
        /// 
        /// </summary>
        public void Close()
        {
            Dispose();
        }

        /// <summary>
        /// 
        /// </summary>
        ~HeroExample()
        {
            Dispose(false);
        }

        #endregion
    }
}

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