public void Detach(SpriteBase pBase) { SpriteNode pNode = pBase.GetBackSpriteNode(); SpriteNodeManager pMySBNManager = this.GetSpriteNodeManager(); pMySBNManager.Remove(pNode); }
public ProxyLetterSprite(SpriteType name, Image image, Sprite realSprite) : base(name) { this.realSprite = realSprite; this.image = image; setScale(1, 1); }
public SpriteBaseNode Add(SpriteBase baseSprite) { SpriteBaseNode item = new SpriteBaseNode(baseSprite); AddToFront(item); return(item); }
public SpriteBaseNode Find(SpriteBase spBase) { compareItem.SpriteItem = spBase; SpriteBaseNode resultItem = (SpriteBaseNode)BaseFind(compareItem); return(resultItem); }
public SpriteNode Attach(SpriteBase pBase) { Debug.Assert(this.pNodeMan != null); SpriteNode pNode = this.pNodeMan.Attach(pBase); return(pNode); }
// Add method for all the types of SpriteBatchNode public SpriteBatchNode addToBatch(SpriteBase mSpriteBase) { // get the SpriteBaseNode from the reserve list to the active list SpriteBatchNode spriteGameNode = (SpriteBatchNode)this.cSBNodeManager.add(mSpriteBase); Debug.Assert(spriteGameNode != null); return(spriteGameNode); }
public SpriteBatchNode AddSpriteBatchNode(SpriteBase sprt) { SpriteBatchNode ret = (SpriteBatchNode)this.PullFromReserved(); ret.pSprite = sprt; this.Add(ret); return(ret); }
public void Attach(SpriteBase pSpriteBase) { Debug.Assert(pSpriteBase != null); SpriteBatchNode sbNode = (SpriteBatchNode)this.BaseAdd(); Debug.Assert(sbNode != null); sbNode.Set(pSpriteBase, this); }
public void Set(SpriteBase pNode, SBNodeManager pSBNodeMan) { Debug.Assert(pNode != null); Debug.Assert(pSBNodeMan != null); this.pSpriteBase = pNode; this.pSpriteBase.SetBackToSBNode(this); this.pBackToSBNodeManager = pSBNodeMan; }
public SpriteBatchNode add(SpriteBase mSpriteBase) { SpriteBatchNode nodeAdded = (SpriteBatchNode)this.genericAdd(); Debug.Assert(nodeAdded != null); nodeAdded.setSpriteBase(mSpriteBase,this); return nodeAdded; }
public void Dettach(SpriteBase pNodeToRemove) { //use the back pointers Debug.Assert(pNodeToRemove != null); SBNode pSBNode = pNodeToRemove.GetSBNode(); SBNodeMan pSBNodeMan = this.GetSBNodeMan(); pSBNodeMan.Remove(pSBNode); }
public SBNode Attach(SpriteBase pNode) { Debug.Assert(pNode != null); SBNode pSBNode = (SBNode)this.BaseAdd(); Debug.Assert(pSBNode != null); pSBNode.Set(pNode, this); return(pSBNode); }
public void Set(SpriteBase pNode, SpriteNodeMan _pSpriteNodeMan) { this.pSpriteBase = pNode; // Set the back pointer // Allows easier deletion in the future this.pSpriteBase.SetSpriteNode(this); this.pBackSpriteNodeMan = _pSpriteNodeMan; }
public void setSprite(Sprite.SpriteName mSpriteName, SpriteBatchNodeManager mSbManager) { Sprite sprite = (Sprite)SpriteManager.find(mSpriteName); Debug.Assert(sprite != null); Debug.Assert(mSbManager != null); this.cSpriteBase = sprite; this.cSBNodeMan = mSbManager; }
public void setSpriteBase(SpriteBase mSpriteBase, SpriteBatchNodeManager mSbManager) { Debug.Assert(mSpriteBase != null); Debug.Assert(mSbManager != null); this.cSpriteBase = mSpriteBase; this.cSBNodeMan = mSbManager; cSpriteBase.setSpriteBatchNode(this); }
public void setSpriteBox(SpriteBox.SpriteBoxName spriteBox, SpriteBatchNodeManager mSbManager) { SpriteBox sprBox = (SpriteBox)SpriteBoxManager.find(spriteBox); Debug.Assert(sprBox != null); Debug.Assert(mSbManager != null); this.cSpriteBase = sprBox; this.cSBNodeMan = mSbManager; }
public void attach(SpriteBase pNode) { Debug.Assert(pNode != null); SBNode pSBNode = this.poSBNodeMan.attach(pNode); Debug.Assert(pSBNode != null); // initialize SpriteBatchNode pSBNode.set(pNode, this.poSBNodeMan); }
public SpriteNode Attach(SpriteBase pBase) { SpriteNode pNode = (SpriteNode)this.baseAdd(); Debug.Assert(pNode != null); // Initialize SpriteBatchNode pNode.Set(pBase); return(pNode); }
public SBNode Attach(SpriteBase pNode) { Debug.Assert(pNode != null); SBNode pSBNode = this.poSBNodeMan.Attach(pNode); pSBNode.Set(pNode, this.poSBNodeMan); // Back pointer // this.poSBNodeMan.SetBackToSpriteBatch(this); return(pSBNode); }
public SBNode Attach(SpriteBase pNode) { SBNode pSBNode = (SBNode)this.BaseAdd(); Debug.Assert(pSBNode != null); //intialize and set back pointer pSBNode.Set(pNode, this); return(pSBNode); }
//--------------------------------------------------------------------------------------------------------- // Methods //--------------------------------------------------------------------------------------------------------- public void set(SpriteBase pNode, SBNodeMan pSBNodeMan) { Debug.Assert(pNode != null); this.pSpriteBase = pNode; // set back pointer, easy for deletion Debug.Assert(this.pSpriteBase != null); this.pSpriteBase.SetSBNode(this); Debug.Assert(pSBNodeMan != null); this.pBackSBNodeMan = pSBNodeMan; }
public void Attach(SpriteBase pNode) { Debug.Assert(pNode != null); // Go to Man, get a node from reserve, add to active, return it SBNode pSBNode = (SBNode)this.pSBNodeMan.Add(pNode); Debug.Assert(pSBNode != null); // Initialize SpriteBatchNode pSBNode.Set(pNode, this.pSBNodeMan); }
public void Attach(SpriteBase pNode) { Debug.Assert(pNode != null); SBNode pSBNode = (SBNode)this.poSBNodeMan.Attach(pNode); Debug.Assert(pSBNode != null); pSBNode.Set(pNode, this.poSBNodeMan); this.poSBNodeMan.SetSpriteBatch(this); }
public SBNode attach(SpriteBase pNode) { // get a node from reserve, add to active, return it SBNode pSBNode = (SBNode)this.baseAdd(); Debug.Assert(pSBNode != null); // initialize SpriteBatchNode pSBNode.set(pNode, this); return(pSBNode); }
//public SBNode Attach(GameSprite.Name name) //{ // SBNode pNode = (SBNode)this.BaseAdd(); // Debug.Assert(pNode != null); // // Initialize SpriteBatchNode // pNode.Set(name); // return pNode; //} //public SBNode Attach(BoxSprite.Name name) //{ // SBNode pNode = (SBNode)this.BaseAdd(); // Debug.Assert(pNode != null); // // Initialize SpriteBatchNode // pNode.Set(name); // return pNode; //} //public SBNode Attach(ProxySprite pNode) //{ // // Go to Man, get a node from reserve, add to active, return it // SBNode pSBNode = (SBNode)this.BaseAdd(); // Debug.Assert(pSBNode != null); // // Initialize SpriteBatchNode // pSBNode.Set(pNode); // return pSBNode; //} public SBNode Attach(SpriteBase pNode) { // Go to Man, get a node from reserve, add to active, return it SBNode pSBNode = (SBNode)this.BaseAdd(); Debug.Assert(pSBNode != null); // Initialize SpriteBatchNode pSBNode.Set(pNode, this); return(pSBNode); }
public void Set(SpriteBase pNode, SBNodeMan pInSBNodeMan) { Debug.Assert(pNode != null); this.pSpriteBase = pNode; //set back pointers Debug.Assert(pSpriteBase != null); this.pSpriteBase.SetSBNode(this); Debug.Assert(pInSBNodeMan != null); this.pBackSBNodeMan = pInSBNodeMan; }
public void Set(SpriteBase pNode, SpriteBaseNodeManager pSBNodeMan) { // associate it Debug.Assert(pNode != null); this.pSpriteBase = pNode; // Set the back pointer // Allows easier deletion in the future this.pSpriteBase.SetSBNode(this); Debug.Assert(pSBNodeMan != null); this.pBackSBNodeMan = pSBNodeMan; }
public void Set(SpriteBase pNode, SpriteNodeMan _pSpriteNodeMan) { Debug.Assert(pNode != null); this.pSpriteBase = pNode; // Set the back pointer // Allows easier deletion in the future Debug.Assert(pSpriteBase != null); this.pSpriteBase.SetSpriteNode(this); Debug.Assert(_pSpriteNodeMan != null); this.pBackSpriteNodeMan = _pSpriteNodeMan; }
//---------------------------------------------------------------------------------- // Methods //---------------------------------------------------------------------------------- public void Set(SpriteBase pBase, SpriteNodeManager pSpriteNodeManager) { Debug.Assert(pBase != null); this.pSprite = pBase; // Set the back pointer // Allows easier deletion in the future Debug.Assert(pSprite != null); this.pSprite.SetSpriteNode(this); Debug.Assert(pSpriteNodeManager != null); this.pBackSpriteNodeMan = pSpriteNodeManager; }
//public void Detach(SpriteBase pNode) //{ // Debug.Assert(pNode != null); // SBNode pSBNode = this.Find(pNode); // //if(pSBNode == null) // //{ // // Debug.Assert(true); // //} // this.BaseRemove(pSBNode); //} public void Detach(SpriteBase pSB) { Debug.Assert(pSB != null); SBNode pSBNode = pSB.GetBackToSBNode(); pSB.pBackToSBNode = null; SBNodeManager pMan = pSBNode.GetBackToSBNodeManager(); pSBNode.pBackToSBNodeManager = null; pMan.Remove(pSBNode); //this.poSBNodeMan.Detach(pNode); }