public static Hierarchy create(Hierarchy.Players player, Azul.Color color) { Hierarchy node = new PlayerNode(color); GameObjectManager.addRoot(node); SpriteBatchManager.attachToGroup(node.ColObj.Spr, BatchGroup.BatchType.Collisions); return node; }
static void Main(string[] args) { //var CirculoAzul = new CirculoAzul(); //CirculoAzul.FiguraConColor(); //var CirculoRojo = new CirculoRojo(); //CirculoRojo.FiguraConColor(); //var cuadradoRojo = new CuadradoRojo(); //cuadradoRojo.FiguraConColor(); //var CuadradoAzul = new CuadradoAzul(); //CuadradoAzul.FiguraConColor(); var color = new Azul(); var cuadrado = new Cuadrado(color); Console.WriteLine(cuadrado.dibujar()); Console.ReadKey(); }
public static Hierarchy create(Hierarchy.Walls wall, Azul.Color color) { Hierarchy node = new WallNode(color, GameObject.Name.Wall); GameObjectManager.addRoot(node); SpriteBatchManager.attachToGroup(node.ColObj.Spr, BatchGroup.BatchType.Collisions); return node; }
public GridNode(Azul.Color colColor, GameObject.Name name, Index index = Index.Index_Null) : base(colColor, name, index) { this.deltaX = 10.0f; this.deltaY = -30.0f; moveVert = false; }
protected Hierarchy(Azul.Color colColor, GameObject.Name typeName, Index index = Index.Index_Null) : base(typeName, SpriteEnum.Null, index, new Azul.Color(0f, 0f, 0f), colColor, 0.0f, 0.0f) { this.type = typeName; this.index = index; this.sprite = new ProxySprite(SpriteEnum.Null, index, 0.0f, 0.0f); }
public static Hierarchy create(Hierarchy.Column col, Azul.Color color) { Hierarchy node = new GridNode(color, GameObject.Name.Grid); SpriteBatchManager.attachToGroup(node.ColObj.Spr, BatchGroup.BatchType.Collisions); TreeNode grid = GameObjectManager.find(GameObject.Name.Grid); GameObjectManager.insert(node, grid); return node; }
static void Main(string[] args) { int opcao; do { Console.Clear(); System.Console.WriteLine("//////////Bem vindo a Reciclagem//////////"); System.Console.WriteLine(""); System.Console.WriteLine("Escolha qual tipo de lixo Você deseja descartar:"); System.Console.WriteLine("1 - Garrafa "); System.Console.WriteLine("2 - Garrafa PET"); System.Console.WriteLine("3 - Guarda Chuva"); System.Console.WriteLine("4 - Latinha"); System.Console.WriteLine("5 - Papelão"); System.Console.WriteLine("6 - Banana"); System.Console.WriteLine(""); opcao = int.Parse(Console.ReadLine()); Ilixo Garrafa = new Verde(); Ilixo GarrafaPet = new Vermelho(); Ilixo GuardaChuva = new Cinza(); Ilixo Latinha = new Amarelo(); Ilixo Papelão = new Azul(); Ilixo Banana = new Preto(); switch (opcao) { case 1: System.Console.WriteLine(Garrafa.OrganizarLixo()); break; case 2: System.Console.WriteLine(GarrafaPet.OrganizarLixo()); break; case 3: System.Console.WriteLine(GuardaChuva.OrganizarLixo()); break; case 4: System.Console.WriteLine(Latinha.OrganizarLixo()); break; case 5: System.Console.WriteLine(Papelão.OrganizarLixo()); break; case 6: System.Console.WriteLine(Banana.OrganizarLixo()); break; } Console.ReadLine(); }while(opcao != 0); }
public void set(SpriteEnum sName, Index index, Azul.Color color, float x, float y, float width, float height) { //Debug.Assert(color != null); this.setBase(sName, index, 0.0f, 0.0f); lineWidth = 1.0f; this.sprColor = color; rect = new Azul.Rect(x, y, width, height); line = new Azul.Line(this.lineWidth, this.sprColor, x, y, x + width, y + height); }
public GameObject(GameObject.Name goName, SpriteEnum name, Index index, Azul.Color color, Azul.Color colColor, float x, float y) { this.colObj = new CollisionObject(name, index, colColor); this.goColor = color; this.name = goName; this.index = index; this.x = x; this.y = y; angle = 0.0f; sx = 1; sy = 1; }
public static CollisionSprite add(SpriteEnum sName, Index index, Azul.Color color, float x, float y, float width, float height) { CollisionSprite sprite = (CollisionSprite)Instance.baseAdd(); // Needs to be adjusted for the rectangle x -= width / 2; y -= height / 2; sprite.set(sName, index, color, x, y, width, height); return sprite; }
public ProxyCollisionSprite(Azul.Color color, SpriteEnum name, Index index) : base() { Debug.Assert(color != null); //Debug.Assert(name.Equals(SpriteEnum.Collision)); //Debug.Assert(index.Equals(Index.Index_Null)); setBase(name, index, 0.0f, 0.0f); colSprite = CollisionSpriteManager.find(SpriteEnum.Collision, Index.Index_Null); grid = new Azul.Rect(); gridColor = color; }
public static Azul.Rect union(Azul.Rect rect0, Azul.Rect rect1) { float minX; float maxX; float minY; float maxY; // minX if (rect0.x < rect1.x) { minX = rect0.x; } else { minX = rect1.x; } // maxX if ((rect0.x + rect0.w) > (rect1.x + rect1.w)) { maxX = (rect0.x + rect0.w); } else { maxX = (rect1.x + rect1.w); } // minY if (rect0.y > rect1.y) { maxY = rect0.y; } else { maxY = rect1.y; } // maxY if ((rect0.y - rect0.h) < (rect1.y - rect1.h)) { minY = (rect0.y - rect0.h); } else { minY = (rect1.y - rect1.h); } return new Azul.Rect(minX, maxY, (maxX - minX), (maxY - minY)); }
public CollisionObject(SpriteEnum name, Index index, Azul.Color color) { if (!name.Equals(SpriteEnum.Null)) { GameSprite spr = GameSpriteManager.find(name); this.colSpr = new ProxyCollisionSprite(color, name, index); this.colBounds = new Azul.Rect(spr.Rect.x, spr.Rect.y, spr.Rect.w, spr.Rect.h); this.colBounds.x -= colBounds.w / 2; this.colBounds.y += colBounds.h / 2; } else { this.colSpr = new ProxyCollisionSprite(color, name, index); this.colBounds = new Azul.Rect(); } }
static void Main(string[] args) { var res1 = MenuFigura(); var res2 = MenuColor(); Figuras figura = null; IColor color = null; switch (res1) { case 1: figura = new Circulo(); break; case 2: figura = new Cuadrado(); break; case 3: figura = new Rectangulo(); break; } switch (res2) { case 1: color = new Verde(); break; case 2: color = new Azul(); break; case 3: color = new Rojo(); break; } Console.Clear(); figura.Color = color; figura.PintarFigura(); }
public WallNode(Azul.Color colColor, GameObject.Name name, Index index = Index.Index_Null) : base(colColor, name, index) { }
public void setRect(Azul.Rect newRect) { this.colBounds = newRect; //this.colBounds.x = newRect.x - newRect.w / 2; //this.colBounds.y = newRect.y + newRect.h / 2; //this.colBounds.w = newRect.w; //this.colBounds.h = newRect.h; }
public Bomb(Name name, Index index, SpriteEnum sName, Azul.Color color, BombBehavior behavior, float x, float y) : base(name, sName, index, color, new Azul.Color(1f, 0f, 0f), x, y) { this.sprite = new ProxySprite(sName, index, x, y); this.behavior = behavior; }
public PlayerNode(Azul.Color color) : base(color, Name.Player) { }
public void setColor(Azul.Color color) { if(sprite != null) sprite.setColor(color); }
public void setColor(Azul.Color color) { goColor = color; }
public static Hierarchy create(Hierarchy.ShieldCol col, Azul.Color color) { Hierarchy node = new ShieldNode(color); SpriteBatchManager.attachToGroup(node.ColObj.Spr, BatchGroup.BatchType.Collisions); TreeNode subRoot = GameObjectManager.find(GameObject.Name.Shields); GameObjectManager.insert(node, subRoot); return node; }
public MissileNode(Azul.Color color) : base(color, Name.Missiles) { }
public UFONode(Azul.Color color) : base(color, Name.UFO) { }
public BombNode(Azul.Color color) : base(color, Name.Bombs) { }
public ShieldNode(Azul.Color color) : base(color, Name.Shields) { }