OK.. I definetly need some help if its not too much to ask.
1) I looked into the code for the RaycasterX engine.
in Game1.cs at line 130 or so, there's this line of code
Code:
//add some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil")));
"So you need to store each animation frame in a seperate Texture2D and cycle through them... its a bit different than using a spritesheet." - quote from in above post.
By storing each animation frame in a sepearate Texture2d and cycle through them, do you mean by the below code?
Say if I have 2 frames in a character animation, I would use something like the code below to cycle through the animations.
[code] //add some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil")));
//remove some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil")));
//add some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devilCOPY")));
//remove some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devilCOPY")));
//repeat line 132 - 136[code]
I'm not sure if this is the correct way to do it because this is only a educated guess.
Is there an alternative way to load animated sprites such as modifying the code and use the sprite sheet which you used for your running man game?
Jack
Thanks