public void CreateRectangleTest() { GraphicsDevice device = MockDrawable.GraphicsDevice; // TODO: Initialize to an appropriate value TextureFactory target = new TextureFactory(device); // TODO: Initialize to an appropriate value int width = 43; // TODO: Initialize to an appropriate value int height = 91; // TODO: Initialize to an appropriate value Texture2D actual = target.CreateRectangle(width, height); Color[] resultingData = new Color[width * height]; actual.GetData <Color>(resultingData); Color[] expected = Enumerable.Repeat(Color.White, width * height).ToArray(); for (int i = 0; i < expected.Length; i++) { Assert.AreEqual(expected[i], resultingData[i]); } }
public void CreateRectangleTest1() { GraphicsDevice device = MockDrawable.GraphicsDevice; TextureFactory target = new TextureFactory(device); int width = 543; int height = 1239; Color color = new Color(134, 234, 65.4f, 100); // TODO: Initialize to an appropriate value Texture2D actual; actual = target.CreateRectangle(width, height, color); Color[] resultingData = new Color[width * height]; actual.GetData <Color>(resultingData); Color[] expectedData = Enumerable.Repeat <Color>(color, width * height).ToArray(); for (int i = 0; i < expectedData.Length; i++) { Assert.AreEqual(expectedData[i], resultingData[i]); } }
/// <summary> /// Creates a <see cref="VideoSprite"/> and begins playing the video. /// </summary> /// <param name="videoToPlay">The <see cref="Microsoft.Xna.Framework.Media.Video"/> to play.</param> /// <param name="position">The position of the <see cref="VideoSprite"/>.</param> /// <param name="spriteBatch">The <see cref="Microsoft.Xna.Framework.Graphics.SpriteBatch"/> to render the <see cref="Microsoft.Xna.Framework.Media.Video"/> to play.</param> public VideoSprite(Video videoToPlay, Vector2 position, SpriteBatch spriteBatch) : base((_textureCreator == null ? new TextureFactory(spriteBatch.GraphicsDevice) : _textureCreator).CreateSquare(1, new Color(Color.DarkGray.R, Color.DarkGray.G, Color.DarkGray.B, 100)), position, spriteBatch) { if (_textureCreator == null) { _textureCreator = new TextureFactory(spriteBatch.GraphicsDevice); } if (videoToPlay == null) { throw new ArgumentNullException("videoToPlay"); } Texture = _textureCreator.CreateRectangle(videoToPlay.Width, videoToPlay.Height, new Color(Color.DarkGray.R, Color.DarkGray.G, Color.DarkGray.B, 100)); _video = new VideoPlayer(); _video.Play(videoToPlay); VideoSize = new Vector2(videoToPlay.Width, videoToPlay.Height); }
/// <summary> /// Creates and initializes the main menu. /// </summary> /// <param name="sb">The <see cref="SpriteBatch"/> to render to.</param> public MainMenu(SpriteBatch sb) : base(sb, Color.Lime) { Name = "MainMenu"; //TextureFactory: Creates textures at runtime TextureFactory factory = new TextureFactory(sb.GraphicsDevice); //Sprite: A simple bitmap image, with convenient methods and properties //Yet it has so many possibilities... //Here it is used as a mouse cursor //Star image courtesy of Wikimedia user Felipe Micaroni Lalli //Image obtained from http://commons.wikimedia.org/wiki/File:Star_Ouro.svg mouseCursor = new Sprite(GLibXNASampleGame.Instance.Content.Load <Texture2D>("Star"), Vector2.Zero, sb); mouseCursor.Scale = new Vector2(.1f); mouseCursor.UseCenterAsOrigin = true; //OverlayImage overlays the second image onto the first (not in place) Texture2D imageOverlay = factory.CreateSquare(15, Color.DarkGray * 0.65F); TextureFactory.OverlayImage(imageOverlay, factory.CreateSquare(11, Color.Black * 0.75F), new Point(2, 2)); TextureFactory.OverlayImage(imageOverlay, factory.CreateSquare(7, Color.DarkOrange * 0.85F), new Point(4, 4)); TextureFactory.OverlayImage(imageOverlay, factory.CreateSquare(3, Color.DarkRed * 0.95F), new Point(6, 6)); fadingImage = new Sprite(imageOverlay, Vector2.Zero, sb); fadingImage.Position = new Vector2(15, 25); //The CreateFade method creates an array of textures, each one closer to the final texture than the last //It is used for fades Texture2D finalFadeImage = factory.CreateRectangle(fadingImage.Texture.Width, fadingImage.Texture.Height, Color.Red); TextureFactory.OverlayImage(finalFadeImage, factory.CreateHollowRectangle(fadingImage.Texture.Width - 4, fadingImage.Texture.Height - 4, Color.DarkRed), new Point(2, 2)); fades = TextureFactory.CreateFade(fadingImage.Texture, finalFadeImage, 300); mouseBoundingBox = new Sprite(factory.CreateHollowCircle((mouseCursor.Width / 2).Round(), Color.Navy), mouseCursor.Position, sb) { UseCenterAsOrigin = true }; //TextSprite: Displays text //Can be used for titles, descriptions, etc title = new TextSprite(sb, GLibXNASampleGame.Instance.Content.Load <SpriteFont>("Title"), "GlenLibrary XNA"); //Extension method: GetCenterPosition: Returns the position required to center the object on the specified viewport title.Position = new Vector2(title.GetCenterPosition(sb.GraphicsDevice.Viewport).X, 15); //Fancy color constructor: Uses a Vector4 with RGBA values expressed as floats from 0 to 1, basically dark gray shadow with 128 alpha title.Shadow = new TextShadow(title, new Vector2(-2, 2), new Color(new Vector4(Color.DarkGray.ToVector3(), 0.5f))); AdditionalSprites.Add(title); desc = new TextSprite(sb, GLibXNASampleGame.Instance.Content.Load <SpriteFont>("Subtitle"), "A general purpose XNA library", Color.Chocolate); desc.Color *= 0.75f; desc.Color.A = 255; desc.X = desc.GetCenterPosition(Graphics.Viewport).X; desc.Y = title.Y + title.Height + 5; AdditionalSprites.Add(desc); //Add items to the buttons dictionary buttons.Add("Video Player", "VideoPlayer"); buttons.Add("Multiplayer", "MultiPlayer"); buttons.Add("Animated Sprite", "AnimatedScreen"); #region Generation of buttons systematically float yCoord = desc.Y + desc.Height + 10; foreach (var element in buttons) { Sprite buttonSprite = new Sprite(GLibXNASampleGame.Instance.TextureCreator.CreateSquare(1, Color.Red), Vector2.Zero, sb); TextSprite button = new TextSprite(sb, GLibXNASampleGame.Instance.Content.Load <SpriteFont>("MenuItem"), element.Key); //Allows hovering (and therefore clicking) on a sprite button.IsHoverable = true; // These are the colors that are displayed at the various hovering states button.HoverColor = Color.DarkCyan; button.NonHoverColor = Color.Black; // "Pressed" event handler lambda expression button.Pressed += (src, args) => GLibXNASampleGame.Instance.SetScreen(buttons[((TextSprite)src).Text]); // Setting width and height on a Sprite scales it buttonSprite.Width = button.Width + 6; buttonSprite.Height = button.Height + 4; buttonSprite.Position = new Vector2(buttonSprite.GetCenterPosition(sb.GraphicsDevice.Viewport).X, yCoord); // ParentSprite: Allows for a "button" behind a clickable TextSprite (or not clickable), all collision and position logic done with this sprite button.ParentSprite = buttonSprite; // Round to look better button.Scale.X = button.Scale.X.Round(); button.Scale.Y = button.Scale.Y.Round(); button.X = button.X.Round(); button.Y = button.Y.Round(); Sprites.Add(buttonSprite); AdditionalSprites.Add(button); yCoord += buttonSprite.Height; yCoord += 7.5f; yCoord = yCoord.Round(); } #endregion // ProgressBar: A dynamically generated progress bar, could be used to represent asset loading progress // Here it is just used for effects :-) progressBar = new ProgressBar(Vector2.Zero, _filledColors[0], _emptyColors[0], sb); //HeightScale: The progress bar shall be 7 pixels high progressBar.HeightScale = 7; progressBar.Denominator = Graphics.Viewport.Width - 20; progressBar.Value = 0; progressBar.X = progressBar.GetCenterPosition(sb.GraphicsDevice.Viewport).X; progressBar.Y = Graphics.Viewport.Height - progressBar.Height - 5; Sprites.Add(progressBar); caption = new TextSprite(sb, GLibXNASampleGame.Instance.Content.Load <SpriteFont>("Details"), "A caption!"); caption.X = caption.GetCenterPosition(Graphics.Viewport).X; caption.Y = progressBar.Y - caption.Height - 2; caption.Visible = false; AdditionalSprites.Add(caption); // Random Particle Generator: A particle generator that uses a Random instance to set properties of the generated particles RandomParticleGenerator particlegen = new RandomParticleGenerator(sb, GLibXNASampleGame.Instance.Content.Load <Texture2D>("Star")); particlegen.MinimumParticleColorChangeRate = 0.925f; particlegen.MinimumTimeToLive = TimeSpan.FromMilliseconds(400); particlegen.MaximumTimeToLive = TimeSpan.FromMilliseconds(780); particlegen.ParticlesToGenerate = 1; particlegen.ScaleFactor = 15; // TimeToLiveSettings: When to make a particle expire, binary flaggable enumerator particlegen.TTLSettings = TimeToLiveSettings.AlphaLess100 | TimeToLiveSettings.StrictTTL; // Particle engine: Generates particles using the specified particle generator mouseParticleGen = new ParticleEngine(particlegen); mouseParticleGen.FramesPerGeneration = 3; mouseParticleGen.Tracked = mouseCursor; AdditionalSprites.Add(mouseParticleGen); AdditionalSprites.Add(mouseCursor); AdditionalSprites.Add(mouseBoundingBox); Sprites.Add(fadingImage); }