public ItemSprite( Item item, Point position, string status, SpritesSpec spritesSpec, IGraphics graphics, Func <Item, Point, Task>?onPointerDown, Func <Item, Point, Task>?onPointerOut, Func <Item, Point, Task>?onPointerOver) : base( item, position, status, spritesSpec, graphics, onPointerDown, onPointerOut, onPointerOver) { }
public RoomSprite( Room room, Func <Point, Task> onPointerDown, SpritesSpec spritesSpec, IGraphics graphics) { Model = room; var spriteInfo = spritesSpec.GetSpriteInfo(room.Id); // Add the room background. Sprite = graphics.AddSprite( spriteInfo.AtlasKey, spriteInfo.FrameName, new Point(0, 0), options => { options.OnPointerDown = onPointerDown; }); }
protected ObjectSprite( TObject gameObject, Point position, string status, SpritesSpec spritesSpec, IGraphics graphics, Func <TObject, Point, Task>?onPointerDown, Func <TObject, Point, Task>?onPointerOut, Func <TObject, Point, Task>?onPointerOver) { _spritesSpec = spritesSpec; Model = gameObject; Graphics = graphics; Sprite = CreateSprite( position, status, onPointerDown, onPointerOut, onPointerOver); }
public ActorSprite( Actor actor, Point position, string status, SpritesSpec spritesSpec, IGraphics graphics, RoomScaleSettings?scaleSettings, Func <Actor, Point, Task>?onPointerDown = null, Func <Actor, Point, Task>?onPointerOut = null, Func <Actor, Point, Task>?onPointerOver = null) : base( actor, position, status, spritesSpec, graphics, onPointerDown, onPointerOut, onPointerOver) { _scaleSettings = scaleSettings; UpdateScale(); }