在上面添加了这些变量public Game1()
:
//Sprite Texture
Texture2D texture;
//A Timer variable
float timer = 0f;
//The interval (300 milliseconds)
float interval = 300f;
//Current frame holder (start at 1)
int currentFrame = 1;
//Width of a single sprite image, not the whole Sprite Sheet
int spriteWidth = 32;
//Height of a single sprite image, not the whole Sprite Sheet
int spriteHeight = 32;
//A rectangle to store which 'frame' is currently being shown
Rectangle sourceRect;
//The centre of the current 'frame'
Vector2 origin;
接下来,在LoadContent()
方法中:
//Texture load
texture = Content.Load<Texture2D>("gameGraphics\\Enemies\\Sprite");
Update()
方法:
//Increase the timer by the number of milliseconds since update was last called
timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;
//Check the timer is more than the chosen interval
if (timer > interval)
{
//Show the next frame
currentFrame++;
//Reset the timer
timer = 0f;
}
//If we are on the last frame, reset back to the one before the first frame (because currentframe++ is called next so the next frame will be 1!)
currentFrame = currentFrame % 2;
sourceRect = new Rectangle(currentFrame * spriteWidth, 0, spriteWidth, spriteHeight);
origin = new Vector2(sourceRect.Width / 2, sourceRect.Height / 2);
最后,Draw()
方法:
//Texture Draw
spriteBatch.Draw(texture, new Vector2(263, 554), sourceRect,Color.White, 0f, origin, 1.0f, SpriteEffects.None, 0);
注意:这是对我有用的解决方案......如果有人觉得这个答案有用,他们应该知道他们的 spritesheet 的帧必须从左到右对齐,否则动画将不起作用。