private void HeroInitialize() { if (Prefs.Theme == 1) { Hero = new Sprite("Hero", true, true, 5, 0, 0, 3, 1); } else { Hero = new Sprite("Hero_T2", true, true, 5, 0, 0, 3, 1); } Hero.Shader = new Sprite_Base("HeroShader"); Hero.Shader.BackOffset = Hero.BackOffset; Hero.Shader.Z = 4; Hero.HP = 1000; Hero.BackOffset = new Vector2((Prefs.WindowSizeW - Hero.SourceTexture.Width) / 2, 400); Hero.Shader.BackOffset = Hero.BackOffset; Hero.isStart = false; Hero.ShowingRect = Hero.SourceRect(Hero); AddChild(Hero); AddChild(Hero.Shader); HeroPortrait = new Sprite("HeroPortrait", true, true, 5, 0, 0, 1, 1); HeroPortrait.BackOffset = new Vector2(20, 10); AddChild(HeroPortrait); HeroName = new Sprite("HeroName", true, true, 5, 0, 0, 1, 1); HeroName.BackOffset = new Vector2(60, 37); AddChild(HeroName); HeroHP_01 = new Sprite("HeroHP_01", true, true, 5, 0, 0, 1, 1); HeroHP_01.BackOffset = new Vector2(60, 10); HeroHP_01.ShowingRect = new Rectangle(0, 0, HeroHP_01.SourceTexture.Width, HeroHP_01.SourceTexture.Height); AddChild(HeroHP_01); HeroHP_02 = new Sprite("HeroHP_02", true, true, 4, 0, 0, 1, 1); HeroHP_02.BackOffset = new Vector2(60, 10); AddChild(HeroHP_02); if (Prefs.Theme == 1) { HeroAttack1 = new Sprite("HeroAttack1", false, true, 5, 0, 0, 2, 1); } else { HeroAttack1 = new Sprite("HeroAttack1_T2", false, true, 5, 0, 0, 2, 1); } HeroAttack1.ShowingRect = HeroAttack1.SourceRect(HeroAttack1); AddChild(HeroAttack1); if (Prefs.Theme == 1) { HeroAttack2 = new Sprite("HeroAttack2", false, true, 5, 0, 0, 2, 1); } else { HeroAttack2 = new Sprite("HeroAttack2_T2", false, true, 5, 0, 0, 2, 1); } HeroAttack2.ShowingRect = HeroAttack2.SourceRect(HeroAttack2); AddChild(HeroAttack2); redShader = new Sprite("redShader", false, true, 4, 0, 0, 1, 1); redShader.BackOffset = new Vector2(-450, -60); AddChild(redShader); HeroDefenseShooted_fire = new Sprite("HeroDefenseShooted_fire", false, false, 5, 0, 0, 3, 1); HeroDefenseShooted_fire.Alpha = 0.4f; HeroDefenseShooted_fire.ShowingRect = HeroDefenseShooted_fire.SourceRect(HeroDefenseShooted_fire); AddChild(HeroDefenseShooted_fire); SpeedUpShader = new Sprite("SpeedUpShader", false, false, 500, 0, 0, 6, 3); SpeedUpShader.BackOffset.X = Hero.BackOffset.X - 80; SpeedUpShader.BackOffset.Y = Hero.BackOffset.Y + 32; SpeedUpShader.ShowingRect = SpeedUpShader.SourceRect(SpeedUpShader); AddChild(SpeedUpShader); for (int i = 0; i < 3; i++) { HitShader = new Sprite("HitShader", false, false, 1000, 0, 0, 4, 4); HitShader.BackOffset.X = Hero.BackOffset.X - 70; HitShader.BackOffset.Y = Hero.BackOffset.Y - 55; HitShader.ShowingRect = HitShader.SourceRect(HitShader); AddChild(HitShader); HitSHaders.Add(HitShader); } if (Prefs.Theme == 1) { HeroHighRunning = new Sprite("HeroHighRunning", false, true, 5, 0, 0, 2, 1); } else { HeroHighRunning = new Sprite("HeroHighRunning_T2", false, true, 5, 0, 0, 2, 1); } HeroHighRunning.ShowingRect = HeroHighRunning.SourceRect(HeroHighRunning); AddChild(HeroHighRunning); if (Prefs.Theme == 1) { HeroAttacked = new Sprite("HeroAttacked", false, true, 5, 0, 0, 3, 1); } else { HeroAttacked = new Sprite("HeroAttacked_T2", false, true, 5, 0, 0, 3, 1); } HeroAttacked.ShowingRect = HeroAttacked.SourceRect(HeroAttacked); AddChild(HeroAttacked); if (Prefs.Theme == 1) { HeroKilling = new Sprite("HeroKilled1", false, false, 5, 0, 0, 3, 1); HeroKilled = new Sprite("HeroKilled", false, false, 5, 0, 0, 1, 1); } else { HeroKilling = new Sprite("HeroKilled1_T2", false, false, 5, 0, 0, 3, 1); HeroKilled = new Sprite("HeroKilled_T2", false, false, 5, 0, 0, 1, 1); } HeroKilling.ShowingRect = HeroKilling.SourceRect(HeroKilling); AddChild(HeroKilling); HeroKilled.ShowingRect = HeroKilled.SourceRect(HeroKilled); AddChild(HeroKilled); HeroKilledShader = new Sprite("HeroKilledShader", false, false, 4, 0, 0, 1, 1); HeroKilledShader.BackOffset = Hero.BackOffset; AddChild(HeroKilledShader); HeroAttackShader = new Sprite("HitShader", false, false, 1000, 0, 0, 4, 4); HeroAttackShader.ShowingRect = HeroAttackShader.SourceRect(HeroAttackShader); AddChild(HeroAttackShader); }