Beispiel #1
0
        public Game1()
        {
            XnaUtility.UtilityMethods.CurrentGame = this;

            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            atlasHandler = new AtlasHandler(this, "MASTER GAIDEN SHEET", "MASTER GAIDEN SHEET DICT");
            Components.Add(atlasHandler);
            Services.AddService(typeof(AtlasHandler), atlasHandler);
            Services.AddService(typeof(Random),random);
            watch = new XnaWatch(this,Color.White);
            Components.Add(watch);
            Services.AddService(typeof(XnaWatch), watch);
            graphics.PreferredBackBufferHeight = 750;
            graphics.PreferredBackBufferWidth = 900;
            this.IsMouseVisible = true;
            graphics.ApplyChanges();
            Width = graphics.PreferredBackBufferWidth;
            Height = graphics.PreferredBackBufferHeight;
        }
 public static Color[] TextureTo1DArray(AtlasHandler handler, Rectangle frameOfSpriteInAtlas)
 {
     Color[] atlas1D = handler.TexAsColorArray;
     var width = frameOfSpriteInAtlas.Width;
     var height = frameOfSpriteInAtlas.Height;
     Color[] colors1D = new Color[width * height];
     for (int y = 0; y < height; y++)
         for (int x = 0; x < width; x++)
             colors1D[x + y * width] = atlas1D[(x + frameOfSpriteInAtlas.X) + (y + frameOfSpriteInAtlas.Y) * handler.Texture.Width];
     return colors1D;
 }
        public static Color[,] TextureTo2DArray(AtlasHandler handler, Rectangle frameOfSpriteInAtlas)
        {
            Color[] colors1D = handler.TexAsColorArray;

            Color[,] colors2D = new Color[frameOfSpriteInAtlas.Width, frameOfSpriteInAtlas.Height];
            for (int x = 0; x < frameOfSpriteInAtlas.Width; x++)
                for (int y = 0; y < frameOfSpriteInAtlas.Height; y++)
                    colors2D[x, y] = colors1D[(x + frameOfSpriteInAtlas.X) + (y + frameOfSpriteInAtlas.Y) * handler.Texture.Width];

            return colors2D;
        }
 /// <summary>
 /// Allows the game component to perform any initialization it needs to before starting
 /// to run.  This is where it can query for any required services and load content.
 /// </summary>
 public override void Initialize()
 {
     atlasHandler = (AtlasHandler)Game.Services.GetService(typeof(AtlasHandler));
     spriteBatch = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch));
     base.Initialize();
 }