Exemple #1
0
    public AnimationsHolder load(PlayerTexture playertex)
    {
        Sprite[]         animationsprites = divideTexture(playertex.sprite, playertex.config.frames_per_line, 4, playertex.config.width, playertex.config.height, playertex.config.pixel_per_unit);
        AnimationsHolder animations       = new AnimationsHolder();
        int i = 0;

        animations.Iddle = animationsprites [i];
        i++;
        animations.DownAnimation = loadArray(animations.DownAnimation, animationsprites, playertex.config.frames_per_line, i);
        i = i + (playertex.config.frames_per_line - 2);
        animations.IddleDown = animationsprites [i];
        i = i + 2;
        animations.UpAnimation = loadArray(animations.UpAnimation, animationsprites, playertex.config.frames_per_line, i);
        i = i + (playertex.config.frames_per_line - 2);
        animations.IddleUp = animationsprites [i];
        i = i + 2;
        animations.LeftAnimation = loadArray(animations.LeftAnimation, animationsprites, playertex.config.frames_per_line, i);
        i = i + (playertex.config.frames_per_line - 2);
        animations.IddleLeft = animationsprites [i];
        i = i + 2;
        animations.RightAnimation = loadArray(animations.RightAnimation, animationsprites, playertex.config.frames_per_line, i);
        i = i + (playertex.config.frames_per_line - 2);
        animations.IddleRight = animationsprites [i];

        return(animations);
    }
Exemple #2
0
 public PlayerTile(Vector2 location, PlayerTexture tex) : base(location, Constants.playerColor)
 {
     this.tex = tex;
     vertcies = new[]
     {
         new Vector2(location.X * Constants.playerSize, location.Y * Constants.playerSize),
         new Vector2((location.X + 1) * Constants.playerSize, location.Y * Constants.playerSize),
         new Vector2((location.X + 1) * Constants.playerSize, (location.Y + 1) * Constants.playerSize),
         new Vector2(location.X * Constants.playerSize, (location.Y + 1) * Constants.playerSize)
     };
 }
Exemple #3
0
 /// <summary>
 ///     Gets a <see cref="Bitmap" /> texture mapped to the specified skin variant and texture ID.
 /// </summary>
 /// <param name="skinVariant">The skin variant.</param>
 /// <param name="textureId">The texture ID.</param>
 /// <returns>The corresponding <see cref="Bitmap" />.</returns>
 public Bitmap GetTexture(int skinVariant, PlayerTexture textureId)
 {
     return(_textures[skinVariant, (int)textureId]?.Clone() as Bitmap);
 }