public Buttons(IDResource _ID, Vector2 _pos) { IsFocus = false; ID = _ID; Sprite = CResourceManager.GetInstance().GetResource(ID); Position = _pos; }
public CAnimation(CAnimation _Copy) { m_IDResouce = _Copy.m_IDResouce; m_FrameStart = _Copy.m_FrameStart; m_FrameEnd = _Copy.m_FrameEnd; m_LocalTime = _Copy.m_LocalTime; m_TimeAnimation = _Copy.m_TimeAnimation; m_CurFrame = _Copy.m_CurFrame; m_NumLoop = _Copy.m_NumLoop; }
public void CreateAnimation(IDResource _IDResource, int _FrameStart, int _FrameEnd, float _TimeAnimation) { m_IDResouce = _IDResource; m_FrameStart = _FrameStart; m_FrameEnd = _FrameEnd; m_CurFrame = _FrameStart; m_LocalTime = 0.0f; m_TimeAnimation = _TimeAnimation; m_NumLoop = 0; }
public SpriteFont GetFont(IDResource _ID) { switch (_ID) { case IDResource.FONT: return(Font); default: return(null); } }
public Song GetSong(IDResource _ID) { switch (_ID) { case IDResource.SONG_INTRO: return(m_IntroSong); case IDResource.SONG_THEMSONG_OW: return(m_ThemeSong); default: return(null); } }
public CSprite(CSprite _Copy) { m_IDResource = _Copy.m_IDResource; m_SoureRectangle = _Copy.m_SoureRectangle; m_FrameWidth = _Copy.m_FrameWidth; m_FrameHeight = _Copy.m_FrameHeight; m_Cols = _Copy.m_Cols; m_Texture = _Copy.m_Texture; m_Animation = new CAnimation(_Copy.m_Animation); m_Origin = _Copy.m_Origin; m_Position = _Copy.m_Position; m_Color = _Copy.m_Color; m_Rotation = _Copy.m_Rotation; m_Scale = _Copy.m_Scale; m_Effect = _Copy.m_Effect; m_Depth = _Copy.m_Depth; }
public CSprite(IDResource _IDResouce, int _TotalFrame, int _FrameWidth, int _FrameHeight, int _Cols) { m_IDResource = _IDResouce; m_TotalFrame = _TotalFrame; m_FrameWidth = _FrameWidth; m_FrameHeight = _FrameHeight; m_SoureRectangle = new Rectangle(0, 0, m_FrameWidth, m_FrameHeight); m_Cols = _Cols; m_Origin = Vector2.Zero; m_Position = Vector2.Zero; m_Rotation = 0.0f; m_Scale = new Vector2(1.0f, 1.0f); m_Effect = SpriteEffects.None; m_Depth = 0.0f; m_Color = Color.White; m_Animation = new CAnimation(); }
public SpriteFont GetFont(IDResource _ID) { switch (_ID) { case IDResource.FONT: return Font; default: return null; } }
public BtnEffSounds(IDResource _ID, Vector2 _pos) : base(_ID, _pos) { }
public BtnBGSounds(IDResource _ID, Vector2 _pos) : base(_ID, _pos) { }
public CSprite GetResource(IDResource _ID) { switch (_ID) { #region Sprite case IDResource.MISC_BIG_CLOUND: return(Sprite_Big_Clound); case IDResource.MISC_MEDIUM_CLOUND: return(Sprite_Medium_Clound); case IDResource.MISC_SMALL_CLOUND: return(Sprite_Small_Clound); case IDResource.MISC_FIREWORK: return(Sprite_Firework); case IDResource.MISC_STAR_FLAG_CASTLE: return(Sprite_Star_Flag_Castle); case IDResource.BIG_MARIO_INVICIBILITY: return(Sprite_Big_Invi); case IDResource.BIG_MARIO_INVICIBILITY2: return(Sprite_Big_Invi2); case IDResource.BIG_MARIO_INVICIBILITY3: return(Sprite_Big_Invi3); case IDResource.SMALL_MARIO_INVICIBILITY: return(Sprite_Small_Invi); case IDResource.SMALL_MARIO_INVICIBILITY2: return(Sprite_Small_Invi2); case IDResource.SMALL_MARIO_INVICIBILITY3: return(Sprite_Small_Invi3); case IDResource.MISC_CASTLE: return(Sprite_Castle); case IDResource.MISC_FLAG: return(Sprite_Flag); case IDResource.MISC_GOAL_POLE: return(Sprite_Goal_Pole); case IDResource.ICON_COIN: return(Icon_Coin); case IDResource.LOAD: return(BG_LoadGame); case IDResource.BULLET: return(Sprite_Bullet); case IDResource.ENEMY_HIDE_KOOPA_OW: return(Sprite_Hide_Koopa_OW); case IDResource.MISC_HARD_BRICK: return(Sprite_Hard_Brick); case IDResource.MISC_BIG_MOUNTAIN: return(Sprite_Big_Mountain); case IDResource.MISC_MEDIUM_MOUNTAIN: return(Sprite_Medium_Mountain); case IDResource.MISC_BIG_GRASS: return(Sprite_Big_Grass); case IDResource.MISC_MEDIUM_GRASS: return(Sprite_Medium_Grass); case IDResource.MISC_SMALL_GRASS: return(Sprite_Small_Grass); case IDResource.MISC_UP_PIPE: return(Sprite_Up_Pipe); case IDResource.MISC_STOCK_PIPE: return(Sprite_Stock_Pipe); case IDResource.MISC_GATE_PIPE: return(Sprite_Gate_Pipe); case IDResource.MISC_SOFT_BRICK: return(Sprite_Soft_Brick); case IDResource.MISC_PIECE_1: return(Sprite_Piece_1); case IDResource.MISC_PIECE_2: return(Sprite_Piece_2); case IDResource.GAME_OVER: return(BG_GameOver); case IDResource.ENEMY_GOOMBA_OW: return(Sprite_GoomBa_OW); case IDResource.ENEMY_KOOPA_OW: return(Sprite_Koopa_OW); case IDResource.ITEM_1UP_MUSHROOM: return(Sprite_1_Up_Mushroom); case IDResource.ITEM_FIRE_FLOWER: return(Sprite_Fire_Flower); case IDResource.ITEM_SUPER_MUSHROOM: return(Sprite_Super_Mushroom); case IDResource.ITEM_STARMAN: return(Sprite_Starman); case IDResource.ITEM_COIN_NORMAL: return(Sprite_Normal_Coin); case IDResource.ITEM_COIN_ACTIVATED: return(Sprite_Activated_Coin); case IDResource.MISC_IRON_BRICK: return(Sprite_Iron_Brick); case IDResource.MISC_QUESTION_BRICK: return(Sprite_Question_Brick); case IDResource.MISC_BASE_BRICK: return(Sprite_Base_Brick); case IDResource.SMALL_MARIO: return(Sprite_Small_Mario); case IDResource.SUPER_MARIO: return(Sprite_Super_Mario); case IDResource.FIRE_MARIO: return(Sprite_Fire_Mario); #endregion #region Code Danh case IDResource.INTRO_1: return(m_Intro1); case IDResource.INTRO_2: return(m_Intro2); case IDResource.BLACK: return(m_Black); case IDResource.MENU: return(m_BGMenu); case IDResource.ABOUT_Btn: return(Btn_About); case IDResource.ABOUT_Btn_Act: return(Btn_About_Act); case IDResource.EXIT_Btn: return(Btn_Exit); case IDResource.EXIT_Btn_Act: return(Btn_Exit_Act); case IDResource.NEWGAME_Btn: return(Btn_NewGame); case IDResource.NEWGAME_Btn_Act: return(Btn_NewGame_Act); case IDResource.OPTION_Btn: return(Btn_Option); case IDResource.OPTION_Btn_Act: return(Btn_Option_Act); case IDResource.ICON: return(Icon); case IDResource.OPTION: return(m_BGOption); case IDResource.SOUND_Btn: return(Btn_Sound); case IDResource.SOUND_Btn_Act: return(Btn_Sound_Act); case IDResource.BGSOUND_Btn: return(Btn_BGSound); case IDResource.BGOUND_Btn_Act: return(Btn_BGSound_Act); case IDResource.RETURN_Btn: return(Btn_Return); case IDResource.RETURN_Btn_Act: return(Btn_Return_Act); case IDResource.ABOUTBG: return(m_BGAbout); default: return(null); #endregion } }
public BtnNewGame(IDResource _ID, Vector2 _pos) : base(_ID, _pos) { }
public BtnReturnMenu(IDResource _ID, Vector2 _pos) : base(_ID, _pos) { }
public CSprite GetResource(IDResource _ID) { switch(_ID) { #region Sprite case IDResource.ENEMY_BOSS: return Sprite_Boss; case IDResource.ENEMY_BOSS_BULLET: return Sprite_Boss_Bullet; case IDResource.MISC_BIG_CLOUND: return Sprite_Big_Clound; case IDResource.MISC_MEDIUM_CLOUND: return Sprite_Medium_Clound; case IDResource.MISC_SMALL_CLOUND: return Sprite_Small_Clound; case IDResource.MISC_FIREWORK: return Sprite_Firework; case IDResource.MISC_STAR_FLAG_CASTLE: return Sprite_Star_Flag_Castle; case IDResource.BIG_MARIO_INVICIBILITY: return Sprite_Big_Invi; case IDResource.BIG_MARIO_INVICIBILITY2: return Sprite_Big_Invi2; case IDResource.BIG_MARIO_INVICIBILITY3: return Sprite_Big_Invi3; case IDResource.SMALL_MARIO_INVICIBILITY: return Sprite_Small_Invi; case IDResource.SMALL_MARIO_INVICIBILITY2: return Sprite_Small_Invi2; case IDResource.SMALL_MARIO_INVICIBILITY3: return Sprite_Small_Invi3; case IDResource.MISC_CASTLE: return Sprite_Castle; case IDResource.MISC_FLAG: return Sprite_Flag; case IDResource.MISC_GOAL_POLE: return Sprite_Goal_Pole; case IDResource.ICON_COIN: return Icon_Coin; case IDResource.LOAD: return BG_LoadGame; case IDResource.BULLET: return Sprite_Bullet; case IDResource.ENEMY_HIDE_KOOPA_OW: return Sprite_Hide_Koopa_OW; case IDResource.MISC_HARD_BRICK: return Sprite_Hard_Brick; case IDResource.MISC_BIG_MOUNTAIN: return Sprite_Big_Mountain; case IDResource.MISC_MEDIUM_MOUNTAIN: return Sprite_Medium_Mountain; case IDResource.MISC_BIG_GRASS: return Sprite_Big_Grass; case IDResource.MISC_MEDIUM_GRASS: return Sprite_Medium_Grass; case IDResource.MISC_SMALL_GRASS: return Sprite_Small_Grass; case IDResource.MISC_UP_PIPE: return Sprite_Up_Pipe; case IDResource.MISC_STOCK_PIPE: return Sprite_Stock_Pipe; case IDResource.MISC_GATE_PIPE: return Sprite_Gate_Pipe; case IDResource.MISC_SOFT_BRICK: return Sprite_Soft_Brick; case IDResource.MISC_PIECE_1: return Sprite_Piece_1; case IDResource.MISC_PIECE_2: return Sprite_Piece_2; case IDResource.GAME_OVER: return BG_GameOver; case IDResource.ENEMY_GOOMBA_OW: return Sprite_GoomBa_OW; case IDResource.ENEMY_KOOPA_OW: return Sprite_Koopa_OW; case IDResource.ITEM_1UP_MUSHROOM: return Sprite_1_Up_Mushroom; case IDResource.ITEM_FIRE_FLOWER: return Sprite_Fire_Flower; case IDResource.ITEM_SUPER_MUSHROOM: return Sprite_Super_Mushroom; case IDResource.ITEM_STARMAN: return Sprite_Starman; case IDResource.ITEM_COIN_NORMAL: return Sprite_Normal_Coin; case IDResource.ITEM_COIN_ACTIVATED: return Sprite_Activated_Coin; case IDResource.MISC_IRON_BRICK: return Sprite_Iron_Brick; case IDResource.MISC_QUESTION_BRICK: return Sprite_Question_Brick; case IDResource.MISC_BASE_BRICK: return Sprite_Base_Brick; case IDResource.SMALL_MARIO: return Sprite_Small_Mario; case IDResource.SUPER_MARIO: return Sprite_Super_Mario; case IDResource.FIRE_MARIO: return Sprite_Fire_Mario; #endregion #region State case IDResource.INTRO_1: return m_Intro1; case IDResource.INTRO_2: return m_Intro2; case IDResource.BLACK: return m_Black; case IDResource.MENU: return m_BGMenu; case IDResource.ABOUT_Btn: return Btn_About; case IDResource.ABOUT_Btn_Act: return Btn_About_Act; case IDResource.EXIT_Btn: return Btn_Exit; case IDResource.EXIT_Btn_Act: return Btn_Exit_Act; case IDResource.NEWGAME_Btn: return Btn_NewGame; case IDResource.NEWGAME_Btn_Act: return Btn_NewGame_Act; case IDResource.OPTION_Btn: return Btn_Option; case IDResource.OPTION_Btn_Act: return Btn_Option_Act; case IDResource.ICON: return Icon; case IDResource.OPTION: return m_BGOption; case IDResource.SOUND_Btn: return Btn_Sound; case IDResource.SOUND_Btn_Act: return Btn_Sound_Act; case IDResource.BGSOUND_Btn: return Btn_BGSound; case IDResource.BGOUND_Btn_Act: return Btn_BGSound_Act; case IDResource.RETURN_Btn: return Btn_Return; case IDResource.RETURN_Btn_Act: return Btn_Return_Act; case IDResource.ABOUTBG: return m_BGAbout; default: return null; #endregion } }
public BtnExit(IDResource _ID, Vector2 _pos) : base(_ID, _pos) { }
public SoundEffect GetSoundEffect(IDResource _ID) { switch (_ID) { case IDResource.SFX_MARIO_HURT: return(sfx_mario_hurt); case IDResource.SFX_1_UP: return(sfx_1_up); case IDResource.SFX_BREAKBLOCK: return(sfx_breakblock); case IDResource.SFX_BUMP: return(sfx_bump); case IDResource.SFX_COIN: return(sfx_coin); case IDResource.SFX_FIREBALL: return(sfx_fireball); case IDResource.SFX_FIREWORK: return(sfx_firework); case IDResource.SFX_FLAGPOLE: return(sfx_flagpole); case IDResource.SFX_GAMEOVER: return(sfx_gameover); case IDResource.SFX_JUMP_SMALL: return(sfx_jump_small); case IDResource.SFX_JUMP_BIG: return(sfx_jump_big); case IDResource.SFX_KICK: return(sfx_kick); case IDResource.SFX_MARIO_DIE: return(sfx_mario_die); case IDResource.SFX_PAUSE: return(sfx_pause); case IDResource.SFX_PIPE: return(sfx_pipe); case IDResource.SFX_POWER_UP: return(sfx_power_up); case IDResource.SFX_ITEM_APPEAR: return(sfx_item_appear); case IDResource.SFX_STAGE_CLEAR: return(sfx_stage_clear); case IDResource.SFX_STOMP: return(sfx_stomp); case IDResource.SFX_VINE: return(sfx_vine); case IDResource.SFX_WARNING: return(sfx_warning); case IDResource.SFX_WORLD_CLEAR: return(sfx_world_clear); default: return(null); } }
public BtnOption(IDResource _ID, Vector2 _pos) : base(_ID, _pos) { }
public BtnAbout(IDResource _ID, Vector2 _pos) : base(_ID, _pos) { }