Esempio n. 1
0
        public void SetCharacter(Character c, int carSprite, CharacterDirection carSpriteDir, int view = 0, int loop = 0, int frame = 0)
        {
            this.DetachCharacter();
            int carl = 0;
            int carw = 0;

            if (carSpriteDir == eDirectionDown || carSpriteDir == eDirectionUp)
            {
                carl = Game.SpriteHeight[carSprite];
                carw = Game.SpriteWidth[carSprite];
            }
            else if (carSpriteDir == eDirectionLeft || carSpriteDir == eDirectionRight)
            {
                carl = Game.SpriteWidth[carSprite];
                carw = Game.SpriteHeight[carSprite];
            }
            else
            {
                AbortGame("Source car sprite direction cannot be diagonal, please provide sprite having one of the following directions: left, right, up or down.");
                return;
            }
            this.c               = c;
            this.carSprite       = carSprite;
            this.carSpriteAngle  = RotatedView.AngleForLoop(carSpriteDir);
            this.viewFrame       = Game.GetViewFrame(view, loop, frame);
            this.bodyLength      = IntToFloat(carl);
            this.bodyWidth       = IntToFloat(carw);
            this.collPointOff[0] = VectorF.create(carl / 2, -carw / 2);
            this.collPointOff[1] = VectorF.create(carl / 2, carw / 2);
            this.collPointOff[2] = VectorF.create(-carl / 2, carw / 2);
            this.collPointOff[3] = VectorF.create(-carl / 2, -carw / 2);
            this.SyncCharacter();
        }
Esempio n. 2
0
        public static DynamicSprite[] CreateAllLoops(int view, int base_loop = 0)
        {
            if (view >= Game.ViewCount)
            {
                return(null);
            }
            int loop         = 0;
            int loop_count   = Game.GetLoopCountForView(view);
            int frames_total = 0;

            for (loop = 0; loop < loop_count; loop += 1)
            {
                if (loop == base_loop)
                {
                    continue;
                }
                frames_total += Game.GetFrameCountForLoop(view, loop);
            }
            DynamicSprite[] spr_all  = new DynamicSprite[frames_total];
            int             write_at = 0;

            for (loop = 0; loop < loop_count; loop += 1)
            {
                if (loop == base_loop)
                {
                    continue;
                }
                int             frame_count = Game.GetFrameCountForLoop(view, loop);
                DynamicSprite[] spr_loop    = RotatedView.CreateLoop(view, loop, base_loop);
                int             frame       = 0;
                for (frame = 0; frame < frame_count; frame += 1)
                {
                    spr_all[write_at + frame] = spr_loop[frame];
                }
                write_at += frame_count;
            }
            return(spr_all);
        }