Esempio n. 1
0
        /// <summary>
        /// Constructs the internal sprites needed for our demo.
        /// </summary>
        public ViewportMode()
        {
            // Create the fragment marbles
            SurfaceCollection td  = LoadMarble("marble1");
            SurfaceCollection td2 = LoadMarble("marble2");

            // Load the floor
            SurfaceCollection floorTiles = LoadFloor();

            // Place the floors
            int rows = 8;
            int cols = 15;

            size = new Size(floorTiles[0].Size.Width * cols,
                            floorTiles[0].Size.Height * rows);
            rect = new Rectangle(new Point(0, 0), size);

            for (int i = 0; i < cols; i++)
            {
                for (int j = 0; j < rows; j++)
                {
                    // Create the floor tile sprites
                    AnimatedSprite dw =
                        new AnimatedSprite(floorTiles,
                                           new Point(i * floorTiles[0].Size.Width,
                                                     j * floorTiles[0].Size.Height));
                    Sprites.Add(dw);
                }
            }

            // Load the trigger sprite
            sprite = new BounceSprite(td2, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                                                                            (int)td2.Size.Width),
                                                            Randomizer.Next(rect.Top, rect.Bottom -
                                                                            (int)td2.Size.Height), 1));
            Sprites.Add(sprite);
            CenterSprite.Add(sprite);

            // Load the bouncing sprites
            for (int i = 0; i < 10; i++)
            {
                Thread.Sleep(10);
                BounceSprite bounceSprite =
                    new BounceSprite(td,
                                     rect,
                                     new Vector(Randomizer.Next(rect.Left, rect.Right -
                                                                (int)td.Size.Width),
                                                Randomizer.Next(rect.Top, rect.Bottom -
                                                                (int)td.Size.Height), 1));
                Sprites.Add(bounceSprite);
            }
        }
Esempio n. 2
0
 /// <summary>
 /// Constructs the internal sprites needed for our demo.
 /// </summary>
 public BounceMode()
 {
     // Create the fragment marbles
     Rectangle rect = new Rectangle(new Point(0, 0), SpriteDemosMain.Size);
     for (int i = 0; i < 10; i++)
     {
         Thread.Sleep(10);
         SurfaceCollection d = LoadRandomMarble();
         BounceSprite bounceSprite =
             new BounceSprite(d,
             new Rectangle(new Point(0, 0), SpriteDemosMain.Size),
             new Vector(Randomizer.Next(rect.Left, rect.Right),
             Randomizer.Next(rect.Top, rect.Bottom), 1));
         Sprites.Add(bounceSprite);
     }
 }
Esempio n. 3
0
        /// <summary>
        /// Constructs the internal sprites needed for our demo.
        /// </summary>
        public BounceMode()
        {
            // Create the fragment marbles
            Rectangle rect = new Rectangle(new Point(0, 0), SpriteDemosMain.Size);

            for (int i = 0; i < 10; i++)
            {
                Thread.Sleep(10);
                SurfaceCollection d            = LoadRandomMarble();
                BounceSprite      bounceSprite =
                    new BounceSprite(d,
                                     new Rectangle(new Point(0, 0), SpriteDemosMain.Size),
                                     new Vector(Randomizer.Next(rect.Left, rect.Right),
                                                Randomizer.Next(rect.Top, rect.Bottom), 1));
                Sprites.Add(bounceSprite);
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Constructs the internal sprites needed for our demo.
        /// </summary>
        public ViewportMode()
        {
            // Create the fragment marbles
            SurfaceCollection td = LoadMarble("marble1");
            SurfaceCollection td2 = LoadMarble("marble2");

            // Load the floor
            SurfaceCollection floorTiles = LoadFloor();

            // Place the floors
            int rows = 8;
            int cols = 15;
            size = new Size(floorTiles[0].Size.Width * cols,
                floorTiles[0].Size.Height * rows);
            rect = new Rectangle(new Point(0, 0), size);

            for (int i = 0; i < cols; i++)
            {
                for (int j = 0; j < rows; j++)
                {
                    // Create the floor tile sprites
                    AnimatedSprite dw =
                        new AnimatedSprite(floorTiles,
                        new Point(i * floorTiles[0].Size.Width,
                        j * floorTiles[0].Size.Height));
                    Sprites.Add(dw);
                }
            }

            // Load the trigger sprite
            sprite = new BounceSprite(td2, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                (int)td2.Size.Width),
                Randomizer.Next(rect.Top, rect.Bottom -
                (int)td2.Size.Height), 1));
            Sprites.Add(sprite);
            CenterSprite.Add(sprite);

            // Load the bouncing sprites
            for (int i = 0; i < 10; i++)
            {
                Thread.Sleep(10);
                BounceSprite bounceSprite =
                    new BounceSprite(td,
                    rect,
                    new Vector(Randomizer.Next(rect.Left, rect.Right -
                    (int)td.Size.Width),
                    Randomizer.Next(rect.Top, rect.Bottom -
                    (int)td.Size.Height), 1));
                Sprites.Add(bounceSprite);
            }
        }
Esempio n. 5
0
        /// <summary>
        /// Constructs the internal sprites needed for our demo.
        /// </summary>
        public MultipleMode()
        {
            // Create the fragment marbles
            SurfaceCollection td  = LoadMarble("marble1");
            SurfaceCollection td2 = LoadMarble("marble2");
            SurfaceCollection td3 = LoadMarble("marble3");
            SurfaceCollection td4 = LoadMarble("marble4");
            SurfaceCollection td5 = LoadMarble("marble5");

            // Load the floor
            SurfaceCollection floorTiles = LoadFloor();

            // Place the floors
            int rows = 8;
            int cols = 10;

            size = new Size(floorTiles[0].Size.Width * cols,
                            floorTiles[0].Size.Height * rows);
            rect = new Rectangle(new Point(0, 0), size);

            for (int i = 0; i < cols; i++)
            {
                for (int j = 0; j < rows; j++)
                {
                    // Create the sprite
                    AnimatedSprite dw =
                        new AnimatedSprite(floorTiles,
                                           new Point(i * floorTiles[0].Size.Width,
                                                     j * floorTiles[0].Size.Height));
                    this.Sprites.Add(dw);
                }
            }

            // Load the bouncing sprites
            for (int i = 0; i < 10; i++)
            {
                BounceSprite d =
                    new BounceSprite(td,
                                     rect,
                                     new Vector(Randomizer.Next(rect.Left, rect.Right -
                                                                (int)td.Size.Width),
                                                Randomizer.Next(rect.Top, rect.Bottom -
                                                                (int)td.Size.Height), 1));
                this.Sprites.Add(d);
            }

            // Only one container may be tickable when they all talk to the
            // same inner tick manager.

            // Set up container #1
            sprite1 = new BounceSprite(td2, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                                                                             (int)td2.Size.Width),
                                                             Randomizer.Next(rect.Top, rect.Bottom -
                                                                             (int)td2.Size.Height), 1));
            this.Sprites.Add(sprite1);

            // Set up container #2
            sprite2 = new BounceSprite(td3, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                                                                             (int)td3.Size.Width),
                                                             Randomizer.Next(rect.Top, rect.Bottom -
                                                                             (int)td3.Size.Height), 1));
            this.Sprites.Add(sprite2);

            // Set up container #3
            sprite3 = new BounceSprite(td4, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                                                                             (int)td4.Size.Width),
                                                             Randomizer.Next(rect.Top, rect.Bottom -
                                                                             (int)td4.Size.Height), 1));
            this.Sprites.Add(sprite3);

            // Set up container #4
            sprite4 = new BounceSprite(td5, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                                                                             (int)td5.Size.Width),
                                                             Randomizer.Next(rect.Top, rect.Bottom -
                                                                             (int)td5.Size.Height), 1));
            this.Sprites.Add(sprite4);

            surf1 = this.Surface.CreateCompatibleSurface(380, 250);
            surf2 = this.Surface.CreateCompatibleSurface(380, 250);
            surf3 = this.Surface.CreateCompatibleSurface(380, 250);
            surf4 = this.Surface.CreateCompatibleSurface(380, 250);
        }
Esempio n. 6
0
        /// <summary>
        /// Constructs the internal sprites needed for our demo.
        /// </summary>
        public MultipleMode()
        {
            // Create the fragment marbles
            SurfaceCollection td = LoadMarble("marble1");
            SurfaceCollection td2 = LoadMarble("marble2");
            SurfaceCollection td3 = LoadMarble("marble3");
            SurfaceCollection td4 = LoadMarble("marble4");
            SurfaceCollection td5 = LoadMarble("marble5");

            // Load the floor
            SurfaceCollection floorTiles = LoadFloor();

            // Place the floors
            int rows = 8;
            int cols = 10;
            size = new Size(floorTiles[0].Size.Width * cols,
                floorTiles[0].Size.Height * rows);
            rect = new Rectangle(new Point(0, 0), size);

            for (int i = 0; i < cols; i++)
            {
                for (int j = 0; j < rows; j++)
                {
                    // Create the sprite
                    AnimatedSprite dw =
                        new AnimatedSprite(floorTiles,
                        new Point(i * floorTiles[0].Size.Width,
                        j * floorTiles[0].Size.Height));
                    this.Sprites.Add(dw);
                }
            }

            // Load the bouncing sprites
            for (int i = 0; i < 10; i++)
            {
                BounceSprite d =
                    new BounceSprite(td,
                    rect,
                    new Vector(Randomizer.Next(rect.Left, rect.Right -
                    (int)td.Size.Width),
                    Randomizer.Next(rect.Top, rect.Bottom -
                    (int)td.Size.Height), 1));
                this.Sprites.Add(d);
            }

            // Only one container may be tickable when they all talk to the
            // same inner tick manager.

            // Set up container #1
            sprite1 = new BounceSprite(td2, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                (int)td2.Size.Width),
                Randomizer.Next(rect.Top, rect.Bottom -
                (int)td2.Size.Height), 1));
            this.Sprites.Add(sprite1);

            // Set up container #2
            sprite2 = new BounceSprite(td3, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                (int)td3.Size.Width),
                Randomizer.Next(rect.Top, rect.Bottom -
                (int)td3.Size.Height), 1));
            this.Sprites.Add(sprite2);

            // Set up container #3
            sprite3 = new BounceSprite(td4, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                (int)td4.Size.Width),
                Randomizer.Next(rect.Top, rect.Bottom -
                (int)td4.Size.Height), 1));
            this.Sprites.Add(sprite3);

            // Set up container #4
            sprite4 = new BounceSprite(td5, rect, new Vector(Randomizer.Next(rect.Left, rect.Right -
                (int)td5.Size.Width),
                Randomizer.Next(rect.Top, rect.Bottom -
                (int)td5.Size.Height), 1));
            this.Sprites.Add(sprite4);

            surf1 = this.Surface.CreateCompatibleSurface(380, 250);
            surf2 = this.Surface.CreateCompatibleSurface(380, 250);
            surf3 = this.Surface.CreateCompatibleSurface(380, 250);
            surf4 = this.Surface.CreateCompatibleSurface(380, 250);
        }