public RedBox(TextureManager t) { name = "BlueBox"; sprite= new Sprite(); sprite.Texture = t.Get("Player2"); sprite.SetHeight(16); sprite.SetWidth(16); sprite.SetUVs(per_256,6,18,8,20); }
public BlueBox(TextureManager t) { name = "BlueBox"; sprite= new Sprite(); sprite.Texture = t.Get("Player2"); sprite.SetHeight(32); sprite.SetWidth(32); sprite.SetUVs(0, 22 * per_256, 4 * per_256, 26 * per_256); }
Vector2D direction = new Vector2D(); //运动方向 public MissPoint(TextureManager texturemanager, double X, double Y, Vector2D dir, int score = 100) { //确定类型 this.Type = Item.Miss_Point; working = true; //确定弹射范围 Position.X = X; Position.Y = Y; if (dir.Y < 0) { dir.Y = -dir.Y; } if (dir.X >= 0) { double rad = dir.GetAngle(); if (rad > 60) { rad = 60; } direction = new Vector2D(0, 1); direction.rotate((float)(Datas.LooselyRandom.NextDouble() * (rad - 2 * randDomain) + randDomain)); } else { double rad = dir.GetAngle(); rad = 360 - rad; if (rad > 60) { rad = 60; } direction = new Vector2D(0, 1); direction.rotate(-((float)(Datas.LooselyRandom.NextDouble() * (rad - 2 * randDomain) + randDomain))); } speed_right = speed_totle * direction.X; speed_up = speed_totle * direction.Y; double offset_x = Center_Distance * direction.X; double offset_y = Center_Distance * direction.Y; Position.X += offset_x; Position.Y += offset_y; offset_x = Datas.LooselyRandom.NextDouble() * 2 * randFireDomain - randFireDomain; Position.X += offset_x; Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetHeight(16); sprite.SetWidth(16); sprite.SetUVs(14 * per_256, 8 * per_256, 16 * per_256, 10 * per_256); //保存了MissPoint的一些必要信息 ItemData = new itemdata.MissPoint(score, 3); }
public RedBox(TextureManager t) { name = "BlueBox"; sprite = new Sprite(); sprite.Texture = t.Get("Player2"); sprite.SetHeight(16); sprite.SetWidth(16); sprite.SetUVs(per_256, 6, 18, 8, 20); }
public BlueBox(TextureManager t) { name = "BlueBox"; sprite = new Sprite(); sprite.Texture = t.Get("Player2"); sprite.SetHeight(32); sprite.SetWidth(32); sprite.SetUVs(0, 22 * per_256, 4 * per_256, 26 * per_256); }
float width_max = 64; //最大宽度 #endregion Fields #region Constructors /// <summary> /// 爆炸特效 /// </summary> /// <param name="texturemanager">纹理管理器</param> /// <param name="pos">绑定对象上的坐标组件</param> /// <param name="live_time">存活时间</param> /// <param name="min_r">特效半径最小大小</param> /// <param name="max_r">特效半径最大大小</param> public BreakOut_Blue(TextureManager texturemanager,Vector2D pos,int live_time = 15,float min_r=32,float max_r=64) { Pos_BindObject = pos; living_time = live_time; Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; width = min_r; height = min_r; width_max = max_r; height_max = max_r; sprite.SetUVs(24 * per_256, 22 * per_256, 32 * per_256, 30 * per_256); }
public BlueKnife(TextureManager _t) { Texture texture = _t.Get("etama1"); name = "blueknife"; sprite = new Sprite(); sprite.Texture = texture; sprite.SetWidth(32); sprite.SetHeight(32); sprite.SetUVs(0, 18 * per_256, 4 * per_256, 22 * per_256); }
Vector2D Pos_BindObject; //绑定对象上的坐标组件 /// <summary> /// 爆炸特效 /// </summary> /// <param name="texturemanager">纹理管理器</param> /// <param name="pos">绑定对象上的坐标组件</param> /// <param name="live_time">存活时间</param> /// <param name="min_r">特效半径最小大小</param> /// <param name="max_r">特效半径最大大小</param> public BreakOut_Blue(TextureManager texturemanager, Vector2D pos, int live_time = 15, float min_r = 32, float max_r = 64) { Pos_BindObject = pos; living_time = live_time; Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; width = min_r; height = min_r; width_max = max_r; height_max = max_r; sprite.SetUVs(24 * per_256, 22 * per_256, 32 * per_256, 30 * per_256); }
public TextTestState(TextureManager textureManager) { _text.Texture = textureManager.Get("Font"); _textFont = new TextFont(textureManager); spr = _textFont.GetAci("终"); spr.SetPosition(-50, 50); spr.SetHeight(14); spr.SetWidth(14); _text.SetUVs(new Point(0.0547f * 2, 0.0547f), new Point(0.0547f * 3, 0.0547f * 2)); _text.SetWidth(14); _text.SetHeight(14); }
void CreateSprites() { Texture texture = texturemanager.Get("fontex"); foreach (Charactor c in charactors) { Sprite spt = new Sprite(); spt.Texture = texture; spt.SetUVs(c.x * per_256, c.y * per_256, (c.x + 2) * per_256, (c.y + 2) * per_256); Font_Sprites.Add(c.id, spt); } }
public Sprite GetAci(string key) { try { FontCharactor c = Fonts[key]; sprite.Texture = Textures[c.SelectTexture - 1]; sprite.SetUVs(c.uvs1, c.uvs2, c.uvs3, c.uvs4); sprite.SetWidth(c.width); sprite.SetHeight(c.height); return(sprite); } catch (Exception e) { FontCharactor c = Fonts["口"]; sprite.Texture = Textures[c.SelectTexture - 1]; sprite.SetUVs(c.uvs1, c.uvs2, c.uvs3, c.uvs4); sprite.SetWidth(c.width); sprite.SetHeight(c.height); return(sprite); } }
void CreateSprites() { Texture texture = _textureManager.Get("Font"); foreach (Charactor c in charactors) { Sprite spt = new Sprite(); spt.Texture = texture; spt.SetUVs(new Point(0.05467f * c.x, 0.05467f * c.y), new Point(0.05467f * c.x + 0.05467f, 0.05467f * c.y + 0.05467f)); Font_Sprites.Add(c.id, spt); } }
public BlueCard(TextureManager _t) { Texture texture; texture = _t.Get("Player2"); name = "BlueCard"; sprite = new Sprite(); sprite.Texture = texture; sprite.SetWidth(16); sprite.SetHeight(16); sprite.SetUVs(4 * per_256, 22 * per_256, 6 * per_256, 24 * per_256); sprite.SetColorUp(new Color(1, 1, 1, 0.5f)); sprite.SetColorDown(new Color(1, 1, 1, 0.5f)); }
public RedCard(TextureManager _t) { Texture texture = _t.Get("Player2"); name = "RedCard"; sprite = new Sprite(); sprite.Texture = texture; sprite.SetWidth(72); sprite.SetHeight(16); sprite.SetUVs(2 * per_256, 18 * per_256, 11 * per_256, 20 * per_256); sprite.SetColorUp(new Color(1, 1, 1, 0.5f)); sprite.SetColorDown(new Color(1, 1, 1, 0.5f)); }
//允许绑定position,也可以不绑定(不绑定则需要自己指定坐标) public StartEffect_Blue(TextureManager texturemanager, Vector2D position = null) { Texture texture = texturemanager.Get("etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetWidth(64); sprite.SetHeight(64); sprite.SetUVs(16 * per_256, 14 * per_256, 24 * per_256, 22 * per_256); if (position != null) { Position = position; } }
//允许绑定position,也可以不绑定(不绑定则需要自己指定坐标) public NormalSlowEffect(TextureManager texturemanager, Vector2D position = null) { Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetWidth(64); sprite.SetHeight(64); sprite.SetUVs(0, 14 * per_256, 8 * per_256, 22 * per_256); if (position != null) { Position = position; } }
public Score_Number(TextureManager _t) { texturemanager = _t; NumberDic = new Dictionary <string, Sprite>(); Texture texture = _t.Get("fontex"); for (int i = 0; i < 10; i++) { Sprite sp = new Sprite(); sp.Texture = texture; sp.SetWidth(8); sp.SetHeight(8); sp.SetUVs(i * per_256, 0, (i + 1) * per_256, per_256); NumberDic.Add(i.ToString(), sp); } }
void initialize() { //正常状态 Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetHeight(16); sprite.SetWidth(16); sprite.SetUVs(2.1f * per_256, 8 * per_256, 3.9f * per_256, 10 * per_256); //顶部状态(三角形形态) Texture texture2 = texturemanager.Get("Ef_etama2"); littleState = new Sprite(); littleState.Texture = texture2; littleState.SetWidth(16); littleState.SetHeight(16); littleState.SetUVs(18 * per_256, 8 * per_256, 20 * per_256, 10 * per_256); }
public RedCard(TextureManager _t) { Texture texture = _t.Get("Player2"); name = "RedCard"; sprite = new Sprite(); sprite.Texture = texture; sprite.SetWidth(72); sprite.SetHeight(16); sprite.SetUVs(2*per_256, 18 * per_256, 11 * per_256, 20 * per_256); sprite.SetColorUp(new Color(1,1,1,0.5f)); sprite.SetColorDown(new Color(1, 1, 1, 0.5f)); }
//允许绑定position,也可以不绑定(不绑定则需要自己指定坐标) public StartEffect_Red(TextureManager texturemanager, Vector2D position = null) { Texture texture = texturemanager.Get("etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetWidth(64); sprite.SetHeight(64); sprite.SetUVs(16 * per_256, 14 * per_256, 24 * per_256, 22 * per_256); if (position != null) Position = position; }
//允许绑定position,也可以不绑定(不绑定则需要自己指定坐标) public NormalSlowEffect(TextureManager texturemanager , Vector2D position = null) { Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetWidth(64); sprite.SetHeight(64); sprite.SetUVs(0, 14 * per_256, 8 * per_256, 22 * per_256); if( position!= null) Position = position; }
//构造函数都需要继承基类构造函数 public BoomPoint(TextureManager texturemanager, double X, double Y) : base() { this.Type = Item.Boom_Point; //确定弹射范围 Position.X = X; Position.Y = Y; OriPosition = new Vector2D(Position.X, Position.Y); breakPosition = new Vector2D(Direction.X * breakLength + Position.X, Direction.Y * breakLength + Position.Y); //正常状态 Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetHeight(16); sprite.SetWidth(16); sprite.SetUVs(6 * per_256, 8 * per_256, 8 * per_256, 10 * per_256); //顶部状态(三角形形态) Texture texture2 = texturemanager.Get("Ef_etama2"); littleState = new Sprite(); littleState.Texture = texture2; littleState.SetWidth(16); littleState.SetHeight(16); littleState.SetUVs(22 * per_256, 8 * per_256, 24 * per_256, 10 * per_256); }
public MissPoint(TextureManager texturemanager, double X, double Y,Vector2D dir,int score = 100) { //确定类型 this.Type = Item.Miss_Point; working = true; //确定弹射范围 Position.X = X; Position.Y = Y; if (dir.Y < 0) dir.Y = -dir.Y; if (dir.X >= 0) { double rad = dir.GetAngle(); if (rad > 60) rad = 60; direction = new Vector2D(0, 1); direction.rotate((float)(Datas.LooselyRandom.NextDouble() * (rad - 2*randDomain) + randDomain)); } else { double rad = dir.GetAngle(); rad = 360 - rad; if (rad > 60) rad = 60; direction = new Vector2D(0, 1); direction.rotate(-((float)(Datas.LooselyRandom.NextDouble() * (rad - 2 * randDomain) + randDomain))); } speed_right = speed_totle * direction.X; speed_up = speed_totle * direction.Y; double offset_x = Center_Distance * direction.X; double offset_y = Center_Distance * direction.Y; Position.X += offset_x; Position.Y += offset_y; offset_x = Datas.LooselyRandom.NextDouble() * 2 *randFireDomain - randFireDomain; Position.X += offset_x; Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetHeight(16); sprite.SetWidth(16); sprite.SetUVs(14 * per_256, 8 * per_256, 16 * per_256, 10 * per_256); //保存了MissPoint的一些必要信息 ItemData = new itemdata.MissPoint(score,3); }
float speed2 = 200; //靠近玩家时自动靠近的速度 #endregion Fields #region Constructors //构造函数都需要继承基类构造函数 public PowerPoint(TextureManager texturemanager , float X, float Y) : base() { //确定类型 this.Type = Item.P_Point; //确定弹射范围s Position.X = X; Position.Y = Y; OriPosition = new Vector2D(Position.X, Position.Y); breakPosition = new Vector2D(Direction.X * breakLength + Position.X, Direction.Y * breakLength + Position.Y); //正常状态 Texture texture = texturemanager.Get("Ef_etama2"); sprite = new Sprite(); sprite.Texture = texture; sprite.SetHeight(16); sprite.SetWidth(16); sprite.SetUVs(0, 8 * per_256, 2 * per_256, 10 * per_256); //顶部状态(三角形形态) Texture texture2 = texturemanager.Get("Ef_etama2"); littleState = new Sprite(); littleState.Texture = texture2; littleState.SetWidth(16); littleState.SetHeight(16); littleState.SetUVs(16 * per_256, 8 * per_256, 18 * per_256, 10 * per_256); }
public Score_Number(TextureManager _t) { texturemanager = _t; NumberDic = new Dictionary<string, Sprite>(); Texture texture = _t.Get("fontex"); for (int i = 0; i < 10; i++) { Sprite sp = new Sprite(); sp.Texture = texture; sp.SetWidth(8); sp.SetHeight(8); sp.SetUVs(i * per_256, 0, (i + 1) * per_256, per_256); NumberDic.Add(i.ToString(), sp); } }
public Blue_Ray(TextureManager _t , Vector2D position , Vector2D direction = null, bool goright = true) { right = goright; Direction = new Vector2D(0, -1); speed = 100; Texture texture = _t.Get("Rays"); this.Position = position; //头坐标 if (direction != null) this.Direction = direction; Sprite sp; for (int i = 0; i < dividecount; i++) { //切分为dividecount块 positions.Add(new Vector2D(position.X, position.Y )); sp = new Sprite(); sp.Texture = texture; sp.SetUVs(i / dividecount, per_256 *16, (i + 1) / dividecount, per_256 * 18); sp.SetWidth(256/dividecount*1.5f); sp.SetHeight(16/2); Rays_sprites.Add(sp); } radius = 8; }
void CreateSprites() { Texture texture = _textureManager.Get("Font"); foreach(Charactor c in charactors) { Sprite spt = new Sprite(); spt.Texture = texture; spt.SetUVs(new Point(0.05467f*c.x,0.05467f*c.y), new Point(0.05467f*c.x+0.05467f,0.05467f*c.y+0.05467f)); Font_Sprites.Add(c.id, spt); } }