Example #1
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            for (int i = _activeSprites.Count - 1; i >= 0; i--)
            {
                TextSprite doneSprite = _activeSprites[i];
                if (!doneSprite.Enabled)
                {
                    _activeSprites.RemoveAt(i);
                    _inactiveSprites.Add(doneSprite);
                }
            }

            foreach (var item in _activeSprites)
            {
                item.Update(gameTime);
            }
        }
Example #2
0
        private TextSprite GetSprite(Vector2 position, string text, Color color, float beginScale = 1, float endScale = 1, float msLifeLength = 400)
        {
            TextSprite sprite = null;

            if (_inactiveSprites.Count > 0)
            {
                sprite = _inactiveSprites[0];
                _inactiveSprites.RemoveAt(0);
                sprite.Texture    = GetTexture(text);
                sprite.Position   = position;
                sprite.Enabled    = true;
                sprite.Opacity    = 1;
                sprite.Color      = color;
                sprite.BeginScale = beginScale;
                sprite.EndScale   = endScale;
                sprite.OriginalLifeInMiliseconds = msLifeLength;
                sprite.Reset();
            }
            else
            {
                sprite = new TextSprite(Game, GetTexture(text), position, _spriteBatch, color, beginScale, endScale, msLifeLength);
            }
            return(sprite);
        }
Example #3
0
        public void AddTextSprite(Vector2 position, string text, Color color, float beginScale = 1, float endScale = 1, float msLifeLength = 400)
        {
            TextSprite sprite = GetSprite(position, text, color, beginScale, endScale, msLifeLength);

            _activeSprites.Add(sprite);
        }
Example #4
0
        public void AddTextSprite(Vector2 position, string text)
        {
            TextSprite sprite = GetSprite(position, text, _textColor);

            _activeSprites.Add(sprite);
        }