Esempio n. 1
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        protected void UpdateSprite(TimeSpan elapsed, SpriteSequence sequence)
        {
            if (sequence != m_currentSequence)
            {
                m_currentSequence = sequence;
                m_currentSequence.Reset();
            }

            m_currentSequence.Update(elapsed);

            m_sprite.Position = new Vector2(m_location.Position.X - m_box.X / 2, m_location.Position.Y - m_box.Y / 2);
            m_sprite.Sprite   = m_currentSequence.CurrentSprite;
            m_sprite.Size     = new Vector2(m_sprite.Sprite.Size.X, m_sprite.Sprite.Size.Y);
        }
Esempio n. 2
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        protected void UpdateSprite(TimeSpan elapsed, SpriteSequence sequence)
        {
            if (sequence != m_currentSequence)
            {
                m_currentSequence = sequence;
                m_currentSequence.Reset();
            }

            m_currentSequence.Update(elapsed);

            m_sprite.Position = new Vector2(m_location.Position.X - m_box.X / 2, m_location.Position.Y - m_box.Y / 2);
            m_sprite.Sprite = m_currentSequence.CurrentSprite;
            m_sprite.Size = new Vector2(m_sprite.Sprite.Size.X, m_sprite.Sprite.Size.Y);
        }
Esempio n. 3
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        protected void UpdateSprite(TimeSpan elapsed, SpriteSequence sequence)
        {
            if (sequence != m_currentSequence)
            {
                m_currentSequence = sequence;
                m_currentSequence.Reset();
            }

            m_currentSequence.Update(elapsed);

            m_sprite.Position         = new Vector2(m_location.Position.X, m_location.Position.Y - m_box.Y / 2);
            m_sprite.Sprite           = m_currentSequence.CurrentSprite;
            m_sprite.Size             = m_box;
            m_sprite.Angle            = (float)Math.Atan2(m_move.Direction.Y, m_move.Direction.X);
            m_sprite.Color            = new Color4ub(255, 255, 150, 255);
            m_sprite.RotateFromOrigin = true;
        }
Esempio n. 4
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        protected void UpdateSprite(TimeSpan elapsed, SpriteSequence sequence)
        {
            if (sequence != m_currentSequence)
            {
                m_currentSequence = sequence;
                m_currentSequence.Reset();
            }

            m_currentSequence.Update(elapsed);

            m_sprite.Position = new Vector2(m_location.Position.X, m_location.Position.Y - m_box.Y / 2);
            m_sprite.Sprite = m_currentSequence.CurrentSprite;
            m_sprite.Size = m_box;
            m_sprite.Angle = (float)Math.Atan2(m_move.Direction.Y, m_move.Direction.X);
            m_sprite.Color = new Color4ub(255, 255, 150, 255);
            m_sprite.RotateFromOrigin = true;
        }