• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Joker123

Difficulties with Animation class

1 post in this topic

I wrote a class to play my animations. But it just works if I play the entire animation. For example: If my spritesheet has 3 pictures, I call the Animation class like that to play the entire animation :

Player_Animation = new Animation(new List<Rectangle>(3), Content.Load<Texture2D>("walking"), TimeSpan.FromSeconds(1), Animation.Sequences.forwards, this, 0, 3);

 

That works.

But on the other hand: If my spritesheet has 3 pictures, and if I just want the first 2 pictures of the animation, I call the Animation class like this to play only the first 2 pictures of the animation:

Player_Animation = new Animation(new List<Rectangle>(3), Content.Load<Texture2D>("walking"), TimeSpan.FromSeconds(1), Animation.Sequences.forwards, this, 0, 2);

 

That doesn't work. I always get that "ArgumentOutOfRangeException was unhandled" error message in the following line(it's the last line of the Animation class):

batch.Draw(Texture, new Rectangle((int)PositionX, (int)PositionY, Texture.Width / SourceRects.Capacity, Texture.Height), SourceRects[_animIndex], Color.White,0,new Vector2(Texture.Width/2, Texture.Height/2),Flip,1);

 

 

What is wrong? Why can't I play an interval of the animation without getting that error message? Here's my Animation class:

public class Animation
{
    public SpriteEffects Flip;
    private Game1 game1;
    private int _animIndex, numberofsourceRects, framewidth, frameheight;
    private TimeSpan PassedTime;
    private List<Rectangle> SourceRects;
    private Texture2D Texture;
    private TimeSpan Duration;
    private Sequences Sequence;

        public enum Sequences
        {
          forwards, backwards, forwards_backwards, backwards_forwards
        }

        private void forwards(List<Rectangle> sourceRects, int framewidth, int frameheight, int start, int end)
        {
        numberofsourceRects = end;
        for (int i = start; i < numberofsourceRects; i++)
            sourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight));
        }

        private void backwards(List<Rectangle> sourceRects, int framewidth, int frameheight, int start, int end)
        {
        numberofsourceRects = end;
        for (int i = start; i < numberofsourceRects; i++)
            sourceRects.Add(new Rectangle((numberofsourceRects - 1 - i) * framewidth, 0, framewidth, frameheight));
        }

        private void forwards_backwards(List<Rectangle> sourceRects, int framewidth, int frameheight, int start, int end)
        {
        numberofsourceRects = end;
        for (int i = start; i < numberofsourceRects; i++)
            sourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight));
        for (int i = start; i < numberofsourceRects; i++)
            sourceRects.Add(new Rectangle((numberofsourceRects - 1 - i) * framewidth, 0, framewidth, frameheight));     
        }

        private void backwards_forwards(List<Rectangle> sourceRects, int framewidth, int frameheight, int start, int end)
        {
        numberofsourceRects = end;
        for (int i = start; i < numberofsourceRects; i++)
            sourceRects.Add(new Rectangle((numberofsourceRects - 1 - i) * framewidth, 0, framewidth, frameheight));
        for (int i = start; i < numberofsourceRects; i++)              
            sourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight));
        }


    public Animation(List<Rectangle> sourceRects, Texture2D texture, TimeSpan duration, Sequences sequences, Game1 game, int start_interval, int end_interval) 
    {
        game1 = game;
        numberofsourceRects = sourceRects.Capacity;
        framewidth = texture.Width / numberofsourceRects;
        frameheight = texture.Height;

        switch (sequences)
        {
            case Sequences.forwards:
                {
                    forwards(sourceRects,framewidth,frameheight, start_interval, end_interval);
                    break;
                }

            case Sequences.backwards:
                {
                    backwards(sourceRects, framewidth, frameheight, start_interval, end_interval);
                    break;
                }

            case Sequences.forwards_backwards:
                {
                    forwards_backwards(sourceRects, framewidth, frameheight, start_interval, end_interval);           
                    break;
                }

            case Sequences.backwards_forwards:
                {
                    backwards_forwards(sourceRects, framewidth, frameheight, start_interval, end_interval);                 
                    break;
                }
        }
    SourceRects = sourceRects;
    Texture = texture;
    Duration = duration;
    Sequence = sequences;
 }

        public void Update(GameTime dt)
        {
            PassedTime += dt.ElapsedGameTime;
            if (PassedTime > Duration)
            {
                PassedTime -= Duration; 
            }
            var percent = PassedTime.TotalSeconds / Duration.TotalSeconds;
            _animIndex = (int)Math.Round(percent * (SourceRects.Capacity  -1));
        }

        public void Draw(SpriteBatch batch, float PositionX, float PositionY)
        {              
            numberofsourceRects = SourceRects.Capacity /2;
            if ((Sequence == Sequences.forwards_backwards) || (Sequence == Sequences.backwards_forwards))
              batch.Draw(Texture, new Rectangle((int)PositionX, (int)PositionY, Texture.Width / numberofsourceRects, Texture.Height), SourceRects[_animIndex], Color.White,0,new Vector2(Texture.Width/2, Texture.Height/2),Flip,1);
            else
              batch.Draw(Texture, new Rectangle((int)PositionX, (int)PositionY, Texture.Width / SourceRects.Capacity, Texture.Height), SourceRects[_animIndex], Color.White,0,new Vector2(Texture.Width/2, Texture.Height/2),Flip,1);
        }
 }     

 

 

0

Share this post


Link to post
Share on other sites

Do you have to pass all those parameters to the functions like "forwards" "backwards" and so on? Does C# not allow you to access member variables from member functions?

 

That error message is trying to tell you that your animIndex is an index value out of range of the container you're trying to access. but a breakpoint infront of it in yopur debugger to stop it when it's out of range.

 

The problem lies in this

 

_animIndex = (int)Math.Round(percent * (SourceRects.Capacity -1));

 

then re look at your line here.... you say you're trying to create an animation of 2 frames... but are you?

 

Player_Animation = new Animation(new List<Rectangle>(3), Content.Load<Texture2D>("walking"), TimeSpan.FromSeconds(1), Animation.Sequences.forwards, this, 0, 2);
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0