public void InitializeSprite(ContentManager Content, PolarStarSpriteState spriteState) { TileUnit tileY = spriteState.HorizontalFacing == SpriteState.HorizontalFacing.Left ? Convert.ToUInt32(LeftOffset) : Convert.ToUInt32(RightOffset); switch (spriteState.VerticalFacing) { case SpriteState.VerticalFacing.Horizontal: tileY += HorizontalOffset; break; case SpriteState.VerticalFacing.Up: tileY += UpOffset; break; case SpriteState.VerticalFacing.Down: tileY += DownOffset; break; case SpriteState.VerticalFacing.LastVerticalFacing: break; } sprites[spriteState] = new Sprite(Content, SpritePath, Units.GameToPixel(PolarStarIndex * GunWidth), Units.TileToPixel(tileY), Units.GameToPixel(GunWidth), Units.GameToPixel(GunHeight)); }
public HeadBumpParticle(ContentManager Content, GameUnit centerX, GameUnit centerY) { this.centerX = centerX; this.centerY = centerY; sprite = new Sprite(Content, "Caret", Units.GameToPixel(SourceX), Units.GameToPixel(SourceY), Units.GameToPixel(Width), Units.GameToPixel(Height)); timer = new Timer(LifeTime, true); particleA = new PolarVector(0, Game1.Random.Next(0, 360)); maxOffsetA = 4 + Game1.Random.Next(0, 16); particleB = new PolarVector(0, Game1.Random.Next(0, 360)); maxOffsetB = 4 + Game1.Random.Next(0, 16); }
public PlayerHealth(ContentManager Content) { health = new Health(Content); health.healthBarSprite = new Sprite(Content, SpritePath, Units.GameToPixel(HealthBarSourceX), Units.GameToPixel(HealthBarSourceY), Units.GameToPixel(HealthBarSourceWidth), Units.GameToPixel(HealthBarSourceHeight)); health.healthFillSprite = new VaryingWidthSprite(Content, SpritePath, Units.GameToPixel(HealthFillSourceX), Units.GameToPixel(HealthFillSourceY), Units.GameToPixel(MaxFillWidth), Units.GameToPixel(MaxFillWidth), Units.GameToPixel(HealthFillSourceHeight)); health.damageFillSprite = new VaryingWidthSprite(Content, SpritePath, Units.GameToPixel(HealthDamageSourceX), Units.GameToPixel(HealthDamageSourceY), Units.GameToPixel(MaxFillWidth), Units.GameToPixel(0), Units.GameToPixel(HealthDamageSourceHeight)); health.healthNumberSprite = NumberSprite.HudNumber(Content, 0, HealthNumberNumDigits); }
public GunExperienceHud(ContentManager Content) { experienceBarSprite = new Sprite(Content, SpriteName, Units.GameToPixel(ExperienceBarSourceX), Units.GameToPixel(ExperienceBarSourceY), Units.GameToPixel(ExperienceBarSourceWidth), Units.GameToPixel(ExperienceBarSourceHeight)); levelSprite = new Sprite(Content, SpriteName, Units.TileToPixel(LevelSourceX), Units.GameToPixel(LevelSourceY), Units.TileToPixel(LevelSourceWidth), Units.GameToPixel(LevelSourceHeight)); flashSprite = new Sprite(Content, SpriteName, Units.GameToPixel(FlashSourceX), Units.TileToPixel(FlashSourceY), Units.GameToPixel(ExperienceBarSourceWidth), Units.GameToPixel(ExperienceBarSourceHeight)); fillSprite = new VaryingWidthSprite(Content, SpriteName, Units.TileToPixel(FillSourceX), Units.TileToPixel(FillSourceY), Units.GameToPixel(ExperienceBarSourceWidth), 0, Units.GameToPixel(ExperienceBarSourceHeight)); maxSprite = new Sprite(Content, SpriteName, Units.GameToPixel(MaxSourceX), Units.GameToPixel(MaxSourceY), Units.GameToPixel(ExperienceBarSourceWidth), Units.GameToPixel(ExperienceBarSourceHeight)); flashTimer = new Timer(FlashTime); number = NumberSprite.HudNumber(Content, 0, 2); }
public void LoadNumber() { reversedGlyphs = new List <Sprite>(); GameUnit sourceY = color == ColorType.Red ? SourceRedY : SourceWhiteY; padding = 0; int digitCount = 0; do { int digit = number % Radix; reversedGlyphs.Add(new Sprite(Content, SpritePath, Units.GameToPixel(digit * Units.HalfTile), Units.GameToPixel(sourceY), Units.GameToPixel(SourceWidth), Units.GameToPixel(SourceHeight))); number /= Radix; digitCount++; }while (number != 0); padding = numDigits == 0 ? 0 : Units.HalfTile * (numDigits - digitCount); switch (op) { case OperatorType.Plus: reversedGlyphs.Add(new Sprite(Content, SpritePath, Units.GameToPixel(PlusSourceX), Units.GameToPixel(OpSourceY), Units.GameToPixel(SourceWidth), Units.GameToPixel(SourceHeight))); break; case OperatorType.Minus: reversedGlyphs.Add(new Sprite(Content, SpritePath, Units.GameToPixel(MinusSourceX), Units.GameToPixel(OpSourceY), Units.GameToPixel(SourceWidth), Units.GameToPixel(SourceHeight))); break; case OperatorType.None: break; } }
public void Draw(SpriteBatch spriteBatch, GameUnit x, GameUnit y) { Rectangle destinationRect = new Rectangle(Units.GameToPixel(x), Units.GameToPixel(y), sourceRect.Width, sourceRect.Height); spriteBatch.Draw(tex, destinationRect, sourceRect, Color.White); }