public void Load(CustomSpriteBatch spriteBatch, XmlTag xmlSheet, string strTextureFilename) { Debug.Assert(ans_pTexture == null); ans_pSpriteBatch = spriteBatch; ans_strTextureFilename = strTextureFilename; ans_pTexture = ContentRegister.Texture(strTextureFilename); if (xmlSheet.Attributes.ContainsKey("name")) { ans_strName = xmlSheet.Attributes["name"]; } XmlTag[] xmlAnimations; xmlAnimations = xmlSheet.FindTagsByName("anim"); for (int i = 0; i < xmlAnimations.Length; i++) { XmlTag tag = xmlAnimations[i]; Animation anim = new Animation(); anim.ani_pSheet = this; anim.Load(tag); ans_saAnimations.Add(anim); } }
/// <summary> /// Call this to start initialization of all necessary classes. /// </summary> public static void Initialize(Game game, GraphicsDeviceManager graphics, CustomSpriteBatch spritebatch, GraphicsDevice graphicsDevice) { // remember for later Game = game; Graphics = graphics; SpriteBatch = spritebatch; // load Mrag.ini if present if (File.Exists("Mrag.ini")) { Config config = new Config("Mrag.ini"); if (config.HasGroup("MRAG")) { game.IsMouseVisible = config.GetBool("MRAG", "MouseVisible"); graphics.PreferredBackBufferWidth = config.GetInt("MRAG", "ScreenWidth"); graphics.PreferredBackBufferHeight = config.GetInt("MRAG", "ScreenHeight"); graphics.IsFullScreen = config.GetBool("MRAG", "FullScreen"); graphics.SynchronizeWithVerticalRetrace = config.GetBool("MRAG", "Vsync"); graphics.ApplyChanges(); } } // load the default font from resources SpriteBatch.LoadDefaultFont(); // set up lighting target for spritebatch SpriteBatch.lightingTarget = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height); // initialize individual required components ContentRegister.Initialize(game.Content); // create pixel for spritebatch if (SpriteBatch != null) { SpriteBatch.Pixel = new Texture2D(game.GraphicsDevice, 1, 1); SpriteBatch.Pixel.SetData <Color>(new Color[] { Color.White }); } // initialize GUI GUI.GUI.Initialize(); }
internal void Render(CustomSpriteBatch sb) { System.Drawing.Bitmap bmp = Resources.Light; if (Variation == 1) { bmp = Resources.Light2; } sb.Draw(ContentRegister.BitmapToTexture(bmp, "Resource_Light" + Variation), new RotRect(Position + Offset, new Vector2(Falloff)) { anchorInCenter = true }, Color); if (Dynamic) { if (DynamicDebug) { } } }