Esempio n. 1
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 public AnimatedSprite(Texture2D texture, SpriteInfo spriteInfo, Vector2 position, bool randomStartFrame = false)
     : base(texture, position)
 {
     _spriteInfo = spriteInfo;
     _timer = new GameTimer(TimeSpan.FromSeconds((double) 1/spriteInfo.FramesPerSecond));
     _frameWidth = (float) Texture.Width/_spriteInfo.ColCount;
     _frameHeight = (float) Texture.Height/_spriteInfo.RowCount;
     if (randomStartFrame)
         _currentFrame = new Random().Next(_spriteInfo.FrameCount - 1);
     _framesRectangles = new Rectangle[_spriteInfo.FrameCount];
     InitFramesRectangles();
 }
Esempio n. 2
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 public Sprite GetAcceleratorSprite()
 {
     if (_acceleratorTexture == null)
         return GetDefaultSprite();
     var spriteInfo = new SpriteInfo
         {
             FrameCount = 7,
             RowCount = 1,
             ColCount = 7,
             FramesPerSecond = 4
         };
     return new AnimatedSprite(_acceleratorTexture, spriteInfo, Vector2.Zero, true);
 }
Esempio n. 3
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 public AnimatedSprite(Texture2D texture, SpriteInfo spriteInfo)
     : this(texture, spriteInfo, Vector2.Zero)
 {
 }
Esempio n. 4
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 public Sprite GetBallSprite(int index)
 {
     if (_ballsTextures == null)
         return GetDefaultSprite();
     var ballSpriteInfo = new SpriteInfo
         {
             FrameCount = 9,
             RowCount = 1,
             ColCount = 9,
             FramesPerSecond = 15
         };
     switch (index)
     {
         case 0:
             {
                 var spriteInfo = new SpriteInfo
                     {
                         FrameCount = 15,
                         RowCount = 3,
                         ColCount = 5,
                         FramesPerSecond = 15
                     };
                 return new AnimatedSprite(_ballsTextures[0], spriteInfo, Vector2.Zero, true);
             }
         case 1:
         case 2:
         case 3:
         case 4:
             return new AnimatedSprite(_ballsTextures[index], ballSpriteInfo, Vector2.Zero, true);
     }
     throw new IndexOutOfRangeException();
 }
Esempio n. 5
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 public Sprite GetTimeBonusSprite()
 {
     if (_timeBonusTexture == null)
         return GetDefaultSprite();
     var spriteInfo = new SpriteInfo
         {
             FrameCount = 12,
             RowCount = 2,
             ColCount = 6,
             FramesPerSecond = 4
         };
     return new AnimatedSprite(_timeBonusTexture, spriteInfo, Vector2.Zero, true);
 }
Esempio n. 6
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 public Sprite GetScoresBonusSprite()
 {
     if (_scoresBonusTexture == null)
         return GetDefaultSprite();
     var spriteInfo = new SpriteInfo
     {
         FrameCount = 64,
         RowCount = 8,
         ColCount = 8,
         FramesPerSecond = 40
     };
     return new AnimatedSprite(_scoresBonusTexture, spriteInfo, Vector2.Zero, true);
 }
Esempio n. 7
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 public Sprite GetMineSprite()
 {
     if (_mineTexture == null)
         return GetDefaultSprite();
     var spriteInfo = new SpriteInfo
         {
             FrameCount = 30,
             RowCount = 3,
             ColCount = 10,
             FramesPerSecond = 25
         };
     return new AnimatedSprite(_mineTexture, spriteInfo, Vector2.Zero, true);
 }
Esempio n. 8
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 public Sprite GetMainDeviceSprite()
 {
     if (_mainDeviceTexture == null)
         return GetDefaultSprite();
     var spriteInfo = new SpriteInfo
         {
             FrameCount = 71,
             RowCount = 5,
             ColCount = 16,
             FramesPerSecond = 40
         };
     return new AnimatedSprite(_mainDeviceTexture, spriteInfo, Vector2.Zero, true);
 }
Esempio n. 9
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 public Sprite GetExplosionSprite(int index)
 {
     if (_explosionTextures == null)
         return GetDefaultSprite();
     if (index == 0)
     {
         var spriteInfo = new SpriteInfo
             {
                 FrameCount = 40,
                 RowCount = 5,
                 ColCount = 8,
                 FramesPerSecond = 40
             };
         return new AnimatedSprite(_explosionTextures[0], spriteInfo);
     }
     throw new NotSupportedException();
 }