Ejemplo n.º 1
0
        //You may use the following two functions to create a texture and use it, not creating a texture every frame!
        public static Texture2D CreateCircleTexture(int Radius, Color color)
        {
            Radius = (int)MathCompanion.Clamp(Radius, 1, Radius);
            int Diameter = 2 * Radius;

            Color[] Pixels = new Color[Diameter * Diameter];

            Vector2 PointIterator = Vector2.Zero;
            Vector2 Center        = Radius * Vector2.One;

            for (int i = 0; i < Diameter; i++)
            {
                for (int j = 0; j < Diameter; j++)
                {
                    PointIterator.X = j;
                    PointIterator.Y = i;
                    if ((Center - PointIterator).Length() <= Radius)
                    {
                        Pixels[i * Diameter + j] = color;
                    }
                    //else
                    //    Pixels[i * Diameter + j] = Color.Transparent;
                }
            }

            Texture2D texture = new Texture2D(Setup.GraphicsDevice, Diameter, Diameter);

            texture.SetData(Pixels);

            return(texture);
        }
Ejemplo n.º 2
0
        public static bool AddLayer(string Name, int Value)
        {
            if (LayerWithValue.Count >= Maximum)
            {
                return(false);
            }

            if (LayerWithValue.ContainsValue(Value * 0.01f))
            {
                return(false);
            }

            if (LayerWithValue.ContainsKey(Name))
            {
                return(false);
            }

            LayerWithValue.Add(Name, MathCompanion.Clamp(Value * 0.01f, 0, 0.19f));
            return(true);
        }
Ejemplo n.º 3
0
        public void Update(GameTime gameTime)
        {
            if (!Finished)
            {
                if (!Paused)
                {
                    TimeCounter = MathCompanion.Clamp(TimeCounter + (float)gameTime.ElapsedGameTime.TotalSeconds, 0, TimeDuration);
                }

                if (TimeCounter >= TimeDuration)
                {
                    FinishedButIsLooping = false;
                    Finished             = true;

                    if (ReverseAfterFinishing)
                    {
                        ReverseKeyFrame();
                    }

                    if (PlayAfterFinishing)
                    {
                        Play();
                        PlayAfterFinishing = false;
                    }

                    if (IsLooping)
                    {
                        FinishedButIsLooping = true;
                        Play();
                    }
                }
            }
            else
            if (ReverseAfterFinishing)
            {
                ReverseKeyFrame();
            }
        }