Example #1
0
 /// <summary>
 /// Creates a new sprite instance.
 /// </summary>
 /// <param name="texture">The texture associated with the sprite.</param>
 /// <param name="position">The position at which the sprite should be drawn.</param>
 /// <param name="scale">The scale at which the sprite should be drawn.</param>
 public Sprite(AnimatedTexture texture, Vector2 position, Vector2 scale)
 {
     Texture = texture;
     this.position = position;
     this.scale = scale;
     anchor = Anchor.Center;
     ticksPerFrame = 1;
     looped = true;
     color = Color.White;
     animationCurveStack = new List<AnimationCurve>(10);
 }
Example #2
0
 /// <summary>
 /// Creates a new sprite instance.
 /// </summary>
 /// <param name="texture">The texture associated with the sprite.</param>
 public Sprite(AnimatedTexture texture)
     : this(texture, Vector2.Zero, Vector2.One)
 {
 }
Example #3
0
 /// <summary>
 /// Creates a new sprite instance.
 /// </summary>
 /// <param name="texture">The texture associated with the sprite.</param>
 /// <param name="position">The position at which the sprite should be drawn.</param>
 public Sprite(AnimatedTexture texture, Vector2 position)
     : this(texture, position, Vector2.One)
 {
 }
Example #4
0
 public static AnimatedTexture Build(AssetManager assets, string assetName)
 {
     int columns = 1;
     int rows = 1;
     float scale = 1;
     TextDictionary td = assets.GetDictionary("graphics");
     if (td.CheckPropertyExists(assetName, "columns"))
         columns = td.LookupInt32(assetName, "columns");
     if (td.CheckPropertyExists(assetName, "rows"))
         rows = td.LookupInt32(assetName, "rows");
     if (td.CheckPropertyExists(assetName, "scale"))
         scale = td.LookupSingle(assetName, "scale");
     AnimatedTexture sprite = new AnimatedTexture(assetName, assets.GetTexture(assetName), columns, rows, scale);
     return sprite;
 }