public void InitializeSprites(ContentManager Content) { for (GunLevelUnit gunLevel = 0; gunLevel < Units.MaxGunLevel; gunLevel++) { horizontalProjectiles[gunLevel] = new Sprite(Content, "Bullet", Units.TileToPixel(HorizontalProjectileSourceXs[gunLevel]), Units.TileToPixel(ProjectileSourceYs[gunLevel]), Units.TileToPixel(1), Units.TileToPixel(1)); verticalProjectiles[gunLevel] = new Sprite(Content, "Bullet", Units.TileToPixel(HorizontalProjectileSourceXs[gunLevel] + 1), Units.TileToPixel(ProjectileSourceYs[gunLevel]), Units.TileToPixel(1), Units.TileToPixel(1)); } for (SpriteState.HorizontalFacing horizontalFacing = SpriteState.HorizontalFacing.FirstHorizontalFacing; horizontalFacing < SpriteState.HorizontalFacing.LastHorizontalFacing; ++horizontalFacing) { for (SpriteState.VerticalFacing verticalFacing = SpriteState.VerticalFacing.FirstVerticalFacing; verticalFacing < SpriteState.VerticalFacing.LastVerticalFacing; ++verticalFacing) { InitializeSprite(Content, new PolarStarSpriteState( new Tuple <SpriteState.HorizontalFacing, SpriteState.VerticalFacing>( horizontalFacing, verticalFacing))); } } }
public static ProjectileStarParticle Create(ContentManager Content, GameUnit x, GameUnit y) { return(new ProjectileStarParticle(Content, SpriteName, Units.TileToPixel(SourceX), Units.TileToPixel(SourceY), Units.TileToPixel(SourceWidth), Units.TileToPixel(SourceHeight), Fps, NumFrames, x, y)); }
public void InitializeSprite(ContentManager Content, BatSpriteState spriteState) { TileUnit tileY = spriteState.HorizontalFacing == CaveStory.SpriteState.HorizontalFacing.Right ? (uint)3 : (uint)2; sprites[spriteState] = new AnimatedSprite(Content, "Npc\\NpcCemet", Units.TileToPixel(2), Units.TileToPixel(tileY), Units.TileToPixel(1), Units.TileToPixel(1), FlyFps, NumFlyFrames); }
public override void Draw(SpriteBatch spriteBatch) { for (TileUnit x = 0; x < Game1.ScreenWidth; x += BackgroundSize) { for (TileUnit y = 0; y < Game1.ScreenHeight; y += BackgroundSize) { spriteBatch.Draw(tex, new Vector2(Units.TileToPixel(x), Units.TileToPixel(y)), Color.White); } } }
public PowerDoritoPickup(ContentManager Content, GameUnit centerX, GameUnit centerY, SizeType size) : base(CollisionType.BouncingCollision) { kinematicsX = new Kinematics(centerX - Units.HalfTile, (Game1.Random.Next(0, 11) - 5) * 0.025f); kinematicsY = new Kinematics(centerY - Units.HalfTile, (Game1.Random.Next(0, 11) - 5) * 0.025f); sprite = new AnimatedSprite(Content, SpriteName, Units.TileToPixel(SourceX), Units.TileToPixel(SourceYs[(int)size]), Units.TileToPixel(SourceWidth), Units.TileToPixel(SourceHeight), Fps, NumFrames); this.size = size; timer = new Timer(LifeTime, true); }
public Game1() : base() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = Config.graphicsQuality == Config.GraphicsQuality.OriginalQuality ? "Content/OriginalGraphics" : "Content/HighQualityGraphics"; System.Windows.Forms.Screen screen = System.Windows.Forms.Screen.AllScreens[0]; Window.IsBorderless = true; Window.Position = new Point(screen.Bounds.X, screen.Bounds.Y); graphics.PreferredBackBufferWidth = Units.TileToPixel(ScreenWidth); graphics.PreferredBackBufferHeight = Units.TileToPixel(ScreenHeight); graphics.IsFullScreen = false; }
public DeathCloudParticle(ContentManager Content, GameUnit centerX, GameUnit centerY, VelocityUnit speed, DegreesUnit angle) { this.centerX = centerX - Units.HalfTile; this.centerY = centerY - Units.HalfTile; this.speed = speed; offset = new PolarVector(0, angle); sprite = new AnimatedSprite(Content, SpriteName, Units.TileToPixel(SourceX), Units.TileToPixel(SourceY), Units.TileToPixel(SourceWidth), Units.TileToPixel(SourceHeight), Fps, NumFrames); }
public static Map CreateTestMap(ContentManager Content) { Map map = new Map(); map.backdrop = new FixedBackdrop("bkBlue", Content); TileUnit numRows = 15; TileUnit numCols = 20; map.tiles = new List <List <Tile> >(); for (int i = 0; i < numRows; i++) { map.backgroundTiles.Add(new List <Sprite>()); map.tiles.Add(new List <Tile>()); for (int j = 0; j < numCols; j++) { map.backgroundTiles[i].Add(null); map.tiles[i].Add(new Tile()); } } Sprite sprite = new Sprite(Content, "Stage/PrtCave", Units.TileToPixel(1), 0, Units.TileToPixel(1), Units.TileToPixel(1)); BitArray tmp = TileInfo.CreateTileType(); tmp.Set((int)TileInfo.TileFlag.Wall, true); Tile tile = new Tile(tmp, sprite); TileUnit row = 11; for (TileUnit col = 0; col < numCols; col++) { map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col)] = tile; } map.tiles[10][5] = tile; map.tiles[9][4] = tile; map.tiles[8][3] = tile; map.tiles[7][2] = tile; map.tiles[10][3] = tile; Sprite chainTop = new Sprite(Content, "Stage/PrtCave", Units.TileToPixel(11), Units.TileToPixel(2), Units.TileToPixel(1), Units.TileToPixel(1)); Sprite chainMiddle = new Sprite(Content, "Stage/PrtCave", Units.TileToPixel(12), Units.TileToPixel(2), Units.TileToPixel(1), Units.TileToPixel(1)); Sprite chainBottom = new Sprite(Content, "Stage/PrtCave", Units.TileToPixel(13), Units.TileToPixel(2), Units.TileToPixel(1), Units.TileToPixel(1)); map.backgroundTiles[8][2] = chainTop; map.backgroundTiles[9][2] = chainMiddle; map.backgroundTiles[10][2] = chainBottom; return(map); }
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); }
private FlashingPickup(ContentManager Content, GameUnit centerX, GameUnit centerY, TileUnit sourceX, TileUnit sourceY, Rectangle rectangle, int value, Pickup.PickupType type) { sprite = new Sprite(Content, SpriteName, Units.TileToPixel(sourceX), Units.TileToPixel(sourceY), Units.TileToPixel(1), Units.TileToPixel(1)); flashSprite = new Sprite(Content, SpriteName, Units.TileToPixel(sourceX + 1), Units.TileToPixel(sourceY), Units.TileToPixel(1), Units.TileToPixel(1)); dissipatingSprite = new Sprite(Content, SpriteName, Units.TileToPixel(DissipatingSourceX), Units.TileToPixel(DissipatingSourceY), Units.TileToPixel(1), Units.TileToPixel(1)); x = centerX - Units.HalfTile; y = centerY - Units.HalfTile; timer = new Timer(LifeTime, true); flashPeriod = StartPeriod; this.rectangle = rectangle; this.value = value; this.type = type; }
public static Map CreateSlopeTestMap(ContentManager Content) { Map map = new Map(); map.backdrop = new FixedBackdrop("bkBlue", Content); TileUnit numRows = 15; TileUnit numCols = 20; map.tiles = new List <List <Tile> >(); for (int i = 0; i < numRows; i++) { map.backgroundTiles.Add(new List <Sprite>()); map.tiles.Add(new List <Tile>()); for (int j = 0; j < numCols; j++) { map.backgroundTiles[i].Add(null); map.tiles[i].Add(new Tile()); } } BitArray tmp = TileInfo.CreateTileType(); tmp.Set((int)TileInfo.TileFlag.Wall, true); Tile wallTile = new Tile(tmp, new Sprite(Content, "Stage/PrtCave", Units.TileToPixel(1), 0, Units.TileToPixel(1), Units.TileToPixel(1))); Tile[] slopeTiles = new Tile[(int)SlopeTiles.NumSlopes]; for (int i = 0; i < (int)SlopeTiles.NumSlopes; i++) { BitArray a = TileInfo.CreateTileType(); a.Set((int)TileInfo.TileFlag.Slope, true); a.Set(i / 2 % 2 == 0 ? (int)TileInfo.TileFlag.LeftSlope : (int)TileInfo.TileFlag.RightSlope, true); a.Set(i / 4 == 0 ? (int)TileInfo.TileFlag.TopSlope : (int)TileInfo.TileFlag.BottomSlope, true); a.Set((i + 1) / 2 % 2 == 0 ? (int)TileInfo.TileFlag.TallSlope : (int)TileInfo.TileFlag.ShortSlope, true); slopeTiles[i] = new Tile(a, new Sprite(Content, "Stage/PrtCave", Units.TileToPixel((uint)(2 + i % 4)), Units.TileToPixel((uint)(i / 4)), Units.TileToPixel(1), Units.TileToPixel(1))); } TileUnit row = 11; TileUnit col; for (col = 0; col < numCols; col++) { map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col)] = wallTile; } row--; col = 0; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.LBT]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RBT]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.LBS]; col++; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RBS]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RBT]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.LBT]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.LBS]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RBS]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RBT]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col)] = wallTile; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RBS]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col)] = wallTile; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RBT]; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col++)] = wallTile; col++; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RBS]; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = wallTile; col = 0; row -= 3; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = wallTile; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.LTT]; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.LTS]; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RTS]; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = slopeTiles[(int)SlopeTiles.RTT]; map.tiles[Convert.ToInt32(row - 1)][Convert.ToInt32(col)] = wallTile; map.tiles[Convert.ToInt32(row)][Convert.ToInt32(col++)] = wallTile; return(map); }
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 Vector2 ToPixelUnit2D() { return(new Vector2(Units.TileToPixel((uint)value.X), Units.TileToPixel((uint)value.Y))); }
public void InitializeSprite(ContentManager Content, SpriteState spriteState) { TileUnit tileY = spriteState.horizontalFacing == SpriteState.HorizontalFacing.Left ? Convert.ToUInt32(CharacterFrame) : Convert.ToUInt32(1 + CharacterFrame); TileUnit tileX = 0; switch (spriteState.motionType) { case SpriteState.MotionType.Walking: tileX = Convert.ToUInt32(WalkFrame); break; case SpriteState.MotionType.Standing: tileX = Convert.ToUInt32(StandFrame); break; case SpriteState.MotionType.Interacting: tileX = Convert.ToUInt32(BackFrame); break; case SpriteState.MotionType.Jumping: tileX = Convert.ToUInt32(JumpFrame); break; case SpriteState.MotionType.Falling: tileX = Convert.ToUInt32(FallFrame); break; case SpriteState.MotionType.LastMotionType: break; } switch (spriteState.verticalFacing) { case SpriteState.VerticalFacing.Horizontal: break; case SpriteState.VerticalFacing.Up: tileX += Convert.ToUInt32(UpFrameOffset); break; case SpriteState.VerticalFacing.Down: tileX = Convert.ToUInt32(DownFrame); break; default: break; } if (spriteState.motionType == SpriteState.MotionType.Walking) { switch (spriteState.strideType) { case SpriteState.StrideType.StrideMiddle: break; case SpriteState.StrideType.StrideLeft: tileX += 1; break; case SpriteState.StrideType.StrideRight: tileX += 2; break; default: break; } sprites.Add(spriteState, new Sprite(Content, SpriteFilePath, Units.TileToPixel(tileX), Units.TileToPixel(tileY), Units.TileToPixel(1), Units.TileToPixel(1))); } else { sprites.Add(spriteState, new Sprite(Content, SpriteFilePath, Units.TileToPixel(tileX), Units.TileToPixel(tileY), Units.TileToPixel(1), Units.TileToPixel(1))); } }