コード例 #1
0
 public void SetTexture(Texture2D texture, bool repeat = true)
 {
     TextureRegion = new TextureRegion2D(texture);
     _currentFrame = 0;
     _repeat = repeat;
     _looped = false;
 }
コード例 #2
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ファイル: Game1.cs プロジェクト: Mikescher/MonoGame.Extended
        //protected override void Initialize()
        //{
        //    base.Initialize();

        //    _graphicsDeviceManager.IsFullScreen = true;
        //    _graphicsDeviceManager.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width;
        //    _graphicsDeviceManager.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height;
        //    _graphicsDeviceManager.ApplyChanges();
        //}

        protected override void LoadContent()
        {
            _viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
            _font = Content.Load<BitmapFont>("Fonts/courier-new-32");

            _camera = new Camera2D(_viewportAdapter);
            _explosionAnimations = Content.Load<SpriteSheetAnimationGroup>("explosion-animations");

            _spriteBatch = new SpriteBatch(GraphicsDevice);

            _backgroundTexture = Content.Load<Texture2D>("black");

            var bulletTexture = Content.Load<Texture2D>("laserBlue03");
            var bulletRegion = new TextureRegion2D(bulletTexture);
            _bulletFactory = new BulletFactory(_entityManager, bulletRegion);

            SpawnPlayer(_bulletFactory);

            _meteorFactory = new MeteorFactory(_entityManager, Content);

            for (var i = 0; i < 13; i++)
            {
                _meteorFactory.SpawnNewMeteor(_player.Position);
            }
        }
コード例 #3
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        public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Vector2 position, Color color,
                                float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth, Rectangle?clippingRectangle = null)
        {
            var sourceRectangle = textureRegion.Bounds;

            if (clippingRectangle.HasValue)
            {
                var x      = (int)(position.X - origin.X);
                var y      = (int)(position.Y - origin.Y);
                var width  = (int)(textureRegion.Width * scale.X);
                var height = (int)(textureRegion.Height * scale.Y);
                var destinationRectangle = new Rectangle(x, y, width, height);

                sourceRectangle = ClipSourceRectangle(textureRegion.Bounds, destinationRectangle, clippingRectangle.Value);
                position.X     += sourceRectangle.X - textureRegion.Bounds.X;
                position.Y     += sourceRectangle.Y - textureRegion.Bounds.Y;

                if (sourceRectangle.Width <= 0 || sourceRectangle.Height <= 0)
                {
                    return;
                }
            }

            spriteBatch.Draw(textureRegion.Texture, position, sourceRectangle, color, rotation, origin, scale, effects, layerDepth);
        }
コード例 #4
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		public HUDDifficultyButton(int depth, FractionDifficulty diff, HUDDifficultyButtonMode mode)
		{
			Depth = depth;
			difficulty = diff;

			icon = FractionDifficultyHelper.GetIcon(diff);

			switch (mode)
			{
				case HUDDifficultyButtonMode.DEACTIVATED:
					BackgroundColor = FlatColors.ButtonHUD;
					ForegroundColor = FlatColors.BackgroundHUD;
					break;
				case HUDDifficultyButtonMode.UNLOCKANIMATION:
					BackgroundColor = FlatColors.ButtonHUD;
					ForegroundColor = GDColors.GetColorForDifficulty(diff);
					AddHUDOperation(new HUDDifficultyButtonGainOperation());
					AddHUDOperation(new HUDBlinkingDifficultyButtonIconOperation());
					break;
				case HUDDifficultyButtonMode.ACTIVATED:
					BackgroundColor = FlatColors.BackgroundHUD2;
					ForegroundColor = GDColors.GetColorForDifficulty(diff);
					AddHUDOperation(new HUDBlinkingDifficultyButtonIconOperation());
					break;
			}
		}
コード例 #5
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        public GuiTextureRegionDrawable(TextureRegion2D region)
        {
            _region = region;

            DesiredSize = new Size(_region.Width, _region.Height);
            Color = Color.White;
        }
コード例 #6
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        public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Vector2 position, Color color,
                                float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth)
        {
            var sourceRectangle = textureRegion.Bounds;

            spriteBatch.Draw(textureRegion.Texture, position, sourceRectangle, color, rotation, origin, scale, effects, layerDepth);
        }
コード例 #7
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 public BitmapFontRegion(TextureRegion2D textureRegion, char character, int xOffset, int yOffset, int xAdvance)
 {
     TextureRegion = textureRegion;
     Character = character;
     XOffset = xOffset;
     YOffset = yOffset;
     XAdvance = xAdvance;
 }
コード例 #8
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        private void RenderOrthogonal(TiledTile tile, TextureRegion2D region)
        {
            // not exactly sure why we need to compensate 1 pixel here. Could be a bug in MonoGame?
            var tx = tile.X*(_map.TileWidth - 1);
            var ty = tile.Y*(_map.TileHeight - 1);

            _spriteBatch.Draw(region, new Rectangle(tx, ty, region.Width, region.Height), Color.White);
        }
コード例 #9
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        public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Vector2 position,
                                Color color)
        {
            var sourceRectangle = textureRegion.Bounds;

            spriteBatch.Draw(textureRegion.Texture, position, sourceRectangle, color, 0, Vector2.Zero, Vector2.One,
                             SpriteEffects.None, 0);
        }
コード例 #10
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 public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Vector2 position, Color color,
                         float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth, RectangleF?clippingRectangle = null)
 {
     if (textureRegion.Bounds.IsVisible(ref position, origin, scale, clippingRectangle, out RectangleF srcRect))
     {
         //System.Console.WriteLine(srcRect);
         spriteBatch.Draw(textureRegion.Texture, position, srcRect, color, rotation, origin, scale, effects, layerDepth);
     }
 }
コード例 #11
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        public TextureRegion2D CreateRegion(string name, int x, int y, int width, int height)
        {
            if (_regionMap.ContainsKey(name))
                throw new InvalidOperationException("Region {0} already exists in the texture atlas");

            var region = new TextureRegion2D(Texture, x, y, width, height);
            _regionMap.Add(name, region);
            return region;
        }
コード例 #12
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ファイル: Spaceship.cs プロジェクト: detuur/MonoGame.Extended
 public Spaceship(TextureRegion2D textureRegion, IBulletFactory bulletFactory)
 {
     _bulletFactory = bulletFactory;
     _sprite = new Sprite(textureRegion)
     {
         Scale = Vector2.One * 0.5f,
         Position = new Vector2(400, 240)
     };
     _boundingCircle = new CircleF(_sprite.Position, 20);
 }
コード例 #13
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ファイル: Laser.cs プロジェクト: detuur/MonoGame.Extended
        public Laser(TextureRegion2D textureRegion, Vector2 velocity)
        {
            _timeToLive = 1.0f;
            _sprite = new Sprite(textureRegion)
            {
                Scale = Vector2.One*0.5f
            };

            Velocity = velocity;
        }
コード例 #14
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ファイル: Player.cs プロジェクト: enBask/Asgard
        public RenderData(Midgard midgard, Entity entity, ContentManager manager)
        {
            var text = manager.Load<Texture2D>("roguelikeChar_transparent");

            TextureRegion2D region = new TextureRegion2D(text, 0, 0, 16, 16);
            _sprite = new Sprite(region);
            _sprite.Scale = new Vector2(1, 1);

            CreatePhysics(midgard, entity);
        }
コード例 #15
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ファイル: Meteor.cs プロジェクト: detuur/MonoGame.Extended
        public Meteor(TextureRegion2D textureRegion, Vector2 position, Vector2 velocity, float rotationSpeed, int size)
        {
            _sprite = new Sprite(textureRegion);
            _boundingCircle = new CircleF(_sprite.Position, _radius * size);

            Position = position;
            Velocity = velocity;
            RotationSpeed = rotationSpeed;
            HealthPoints = 1;
            Size = size;
        }
コード例 #16
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        public GuiPatchDrawable(TextureRegion2D textureRegion, int leftPadding, int topPadding, int rightPadding, int bottomPadding, Color color)
        {
            TextureRegion = textureRegion;
            LeftPadding = leftPadding;
            TopPadding = topPadding;
            RightPadding = rightPadding;
            BottomPadding = bottomPadding;
            Color = color;

            _sourcePatches = CreatePatches(textureRegion.Bounds);
        }
コード例 #17
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        public Sprite(TextureRegion2D textureRegion)
        {
            if (textureRegion == null) throw new ArgumentNullException("textureRegion");

            TextureRegion = textureRegion;
            Color = Color.White;
            IsVisible = true;
            Scale = Vector2.One;
            Effect = SpriteEffects.None;
            OriginNormalized = new Vector2(0.5f, 0.5f);
        }
コード例 #18
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 public static void Draw(
     this SpriteBatch spriteBatch, TextureRegion2D textureRegion, RectangleF destinationRectangle, Color color, RectangleF?clippingRectangle = null)
 {
     if (textureRegion is NinePatchRegion2D ninePatchRegion)
     {
         Draw(spriteBatch, ninePatchRegion, destinationRectangle, color, clippingRectangle);
     }
     else
     {
         Draw(spriteBatch, textureRegion.Texture, textureRegion.Bounds, destinationRectangle, color, clippingRectangle);
     }
 }
コード例 #19
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        public TextureRegion2D CreateRegion(string name, int x, int y, int width, int height)
        {
            if (_regionMap.ContainsKey(name))
            {
                throw new InvalidOperationException("Region {0} already exists in the texture atlas");
            }

            var region = new TextureRegion2D(Texture, x, y, width, height);

            _regionMap.Add(name, region);
            return(region);
        }
コード例 #20
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        public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Rectangle destinationRectangle, Color color, Rectangle?clippingRectangle = null)
        {
            var ninePatchRegion = textureRegion as NinePatchRegion2D;

            if (ninePatchRegion != null)
            {
                Draw(spriteBatch, ninePatchRegion, destinationRectangle, color, clippingRectangle);
            }
            else
            {
                Draw(spriteBatch, textureRegion.Texture, textureRegion.Bounds, destinationRectangle, color, clippingRectangle);
            }
        }
コード例 #21
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        public void TextureRegion2D_Specified_Test()
        {
            var graphicsDevice = TestHelper.CreateGraphicsDevice();
            var texture = new Texture2D(graphicsDevice, 100, 200);
            var textureRegion = new TextureRegion2D(texture, 10, 20, 30, 40);

            Assert.AreSame(texture, textureRegion.Texture);
            Assert.AreEqual(10, textureRegion.X);
            Assert.AreEqual(20, textureRegion.Y);
            Assert.AreEqual(30, textureRegion.Width);
            Assert.AreEqual(40, textureRegion.Height);
            Assert.IsNull(textureRegion.Tag);
        }
コード例 #22
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 private void RenderLayer(TiledMap map, TiledTile tile, TextureRegion2D region)
 {
     switch (map.Orientation)
     {
         case TiledMapOrientation.Orthogonal:
             RenderOrthogonal(tile,region);
             break;
         case TiledMapOrientation.Isometric:
             RenderIsometric(tile, region);
             break;
         case TiledMapOrientation.Staggered:
             throw new NotImplementedException("Staggered maps are currently not supported");
         default:
             throw new ArgumentOutOfRangeException();
     }
 }
コード例 #23
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        private static Dictionary<char, BitmapFontRegion> BuildCharacterMap(Texture2D[] textures, BitmapFontFile fontFile)
        {
            var characterMap = new Dictionary<char, BitmapFontRegion>();

            foreach (var fontChar in fontFile.Chars)
            {
                var pageIndex = fontChar.Page;
                var character = (char)fontChar.ID;
                var texture = textures[pageIndex];
                var region = new TextureRegion2D(texture, fontChar.X, fontChar.Y, fontChar.Width, fontChar.Height);
                var fontRegion = new BitmapFontRegion(region, fontChar);
                characterMap.Add(character, fontRegion);
            }

            return characterMap;
        }
コード例 #24
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ファイル: GameMain.cs プロジェクト: detuur/MonoGame.Extended
        //protected override void Initialize()
        //{
        //    base.Initialize();

        //    _graphicsDeviceManager.IsFullScreen = true;
        //    _graphicsDeviceManager.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width;
        //    _graphicsDeviceManager.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height;
        //    _graphicsDeviceManager.ApplyChanges();
        //}

        protected override void LoadContent()
        {
            _viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
            _guiManager = new GuiManager(_viewportAdapter, GraphicsDevice);
            _font = Content.Load<BitmapFont>("Fonts/courier-new-32");

            var normal = new GuiTextureRegionDrawable(new TextureRegion2D(Content.Load<Texture2D>("Gui/button-normal")));
            var pressed = new GuiTextureRegionDrawable(new TextureRegion2D(Content.Load<Texture2D>("Gui/button-clicked")));
            var hover = new GuiTextureRegionDrawable(new TextureRegion2D(Content.Load<Texture2D>("Gui/button-hover")));
            var buttonStyle = new GuiButtonStyle(normal, pressed, hover);
            var button = new GuiButton(buttonStyle)
            {
                Position = new Vector2(400, 240)
            };
            button.Clicked += (sender, args) =>
            {
                if (_player != null)
                {
                    Explode(_player.Position, 3);
                    _player.Destroy();
                    _player = null;
                }
            };
            _guiManager.Controls.Add(button);

            var labelStyle = new GuiLabelStyle(_font);
            var label = new GuiLabel(labelStyle, "Hello")
            {
                Position = new Vector2(100, 100)
            };
            label.MouseUp += (sender, args) => label.Text = args.Position.ToString();
            _guiManager.Controls.Add(label);
            
            _camera = new Camera2D(_viewportAdapter);
            _explosionAnimations = Content.Load<SpriteSheetAnimationGroup>("explosion-animations");

            _spriteBatch = new SpriteBatch(GraphicsDevice);

            _backgroundTexture = Content.Load<Texture2D>("black");

            var bulletTexture = Content.Load<Texture2D>("laserBlue03");
            var bulletRegion = new TextureRegion2D(bulletTexture);
            _bulletFactory = new BulletFactory(_entityManager, bulletRegion);

            SpawnPlayer(_bulletFactory);

            _meteorFactory = new MeteorFactory(_entityManager, Content);

            for (var i = 0; i < 13; i++)
                _meteorFactory.SpawnNewMeteor(_player.Position);
        }
コード例 #25
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ファイル: GameMain.cs プロジェクト: detuur/MonoGame.Extended
 private void SpawnPlayer(BulletFactory bulletFactory)
 {
     var spaceshipTexture = Content.Load<Texture2D>("playerShip1_blue");
     var spaceshipRegion = new TextureRegion2D(spaceshipTexture);
     _player = _entityManager.AddEntity(new Spaceship(spaceshipRegion, bulletFactory));
 }
コード例 #26
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 public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Vector2 position, Color color, RectangleF?clippingRectangle = null)
 {
     Draw(spriteBatch, textureRegion, position, color, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0, clippingRectangle);
 }
コード例 #27
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 public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Rectangle destinationRectangle, Color color)
 {
     spriteBatch.Draw(textureRegion.Texture, destinationRectangle, textureRegion.Bounds, color);
 }
コード例 #28
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 public NinePatchRegion2D(TextureRegion2D textureRegion, int padding)
     : this(textureRegion, padding, padding, padding, padding)
 {
 }
コード例 #29
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		public abstract void Draw(TextureRegion2D textureRegion, FRectangle destinationRectangle, Color color);
コード例 #30
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 public NinePatchRegion2D(TextureRegion2D textureRegion, int leftPadding, int topPadding, int rightPadding, int bottomPadding)
     : this(textureRegion, new Thickness(leftPadding, topPadding, rightPadding, bottomPadding))
 {
 }
コード例 #31
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		public override void Draw(TextureRegion2D textureRegion, Vector2 position, Color color)
		{
#if DEBUG
			IncRenderSpriteCount();
#endif

			internalBatch.Draw(textureRegion.Texture, position, textureRegion.Bounds, color, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0);
		}
コード例 #32
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 public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Vector2 position, Color color)
 {
     var sourceRectangle = textureRegion.Bounds;
     spriteBatch.Draw(textureRegion.Texture, position, sourceRectangle, color, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0);
 }
コード例 #33
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        public void Sprite_PreserveNormalizedOriginWhenTextureRegionChanges_Test()
        {
            var graphicsDevice = TestHelper.CreateGraphicsDevice();
            var texture = Substitute.For<Texture2D>(graphicsDevice, 100, 100);
            var textureRegion = new TextureRegion2D(texture, 10, 20, 30, 40);
            var sprite = new Sprite(textureRegion);

            Assert.AreEqual(new Vector2(0.5f, 0.5f), sprite.OriginNormalized);
            Assert.AreEqual(new Vector2(15, 20), sprite.Origin);

            sprite.TextureRegion = new TextureRegion2D(texture, 30, 40, 50, 60);

            Assert.AreEqual(new Vector2(0.5f, 0.5f), sprite.OriginNormalized);
            Assert.AreEqual(new Vector2(25, 30), sprite.Origin);
        }
コード例 #34
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ファイル: Textures.cs プロジェクト: Mikescher/GridDominance
		private static void LoadContent(ContentManager content)
		{
			AtlasTextures = content.Load<TextureAtlas>(TEXTURE_ASSETNAME);

			TexTileBorder = AtlasTextures["grid"];

			TexCannonBody         = AtlasTextures["simple_circle"];
			TexCannonBodyShadow   = AtlasTextures["cannonbody_shadow"];
			TexCannonBarrel       = AtlasTextures["cannonbarrel"];
			TexCannonBarrelShadow = AtlasTextures["cannonbarrel_shadow"];
			TexCannonCrosshair    = AtlasTextures["cannoncrosshair"];

			TexLevelNodeStructure = AtlasTextures["levelnode_structure"];
			TexLevelNodeSegment   = AtlasTextures["levelnode_segment"];

			AnimCannonCog = Enumerable.Range(0, ANIMATION_CANNONCOG_SIZE).Select(p => AtlasTextures[$"cannoncog_{p:000}"]).ToArray();

			TexBullet         = AtlasTextures["cannonball"];
			TexBulletSplitter = AtlasTextures["cannonball_piece"];

			TexCircle      = AtlasTextures["simple_circle"];
			TexCircleEmpty = AtlasTextures["simple_circle_empty"];
			TexPixel       = AtlasTextures["simple_pixel"];
			TexPixel       = new TextureRegion2D(TexPixel.Texture, TexPixel.X + TexPixel.Width / 2, TexPixel.Y + TexPixel.Height / 2, 1, 1); // Anti-Antialising
			TexParticle    = Enumerable.Range(0, 16).Select(p => AtlasTextures[$"particle_{p:00}"]).ToArray();

			TexHUDButtonBase = AtlasTextures["hud_button_base"];
			TexHUDButtonPause = Enumerable.Range(0, ANIMATION_HUDBUTTONPAUSE_SIZE).Select(p => AtlasTextures[$"hud_pause_{p:00}"]).ToArray();
			TexHUDButtonSpeedHand  = AtlasTextures["hud_time_hand"];
			TexHUDButtonSpeedSet0  = AtlasTextures["hud_time_0"];
			TexHUDButtonSpeedSet1  = AtlasTextures["hud_time_1"];
			TexHUDButtonSpeedSet2  = AtlasTextures["hud_time_2"];
			TexHUDButtonSpeedSet3  = AtlasTextures["hud_time_3"];
			TexHUDButtonSpeedSet4  = AtlasTextures["hud_time_4"];
			TexHUDButtonSpeedClock = AtlasTextures["hud_time_clock"];
			TexHUDButtonPauseMenuMarker           = AtlasTextures["pausemenu_marker"];
			TexHUDButtonPauseMenuMarkerBackground = AtlasTextures["pausemenu_marker_background"];

			TexPanelBlurEdge   = AtlasTextures["panel_blur_edge"];
			TexPanelBlurCorner = AtlasTextures["panel_blur_corner"];
			TexPanelCorner     = AtlasTextures["panel_corner"];

			TexIconBack = AtlasTextures["icon_back"];
			TexIconNext = AtlasTextures["icon_next"];
			TexIconRedo = AtlasTextures["icon_redo"];

			TexDifficulty0 = AtlasTextures["difficulty_0"];
			TexDifficulty1 = AtlasTextures["difficulty_1"];
			TexDifficulty2 = AtlasTextures["difficulty_2"];
			TexDifficulty3 = AtlasTextures["difficulty_3"];

			HUDFontRegular = content.Load<SpriteFont>("fonts/hudFontRegular");
			HUDFontBold = content.Load<SpriteFont>("fonts/hudFontBold");

#if DEBUG
			DebugFont      = content.Load<SpriteFont>("fonts/debugFont");
			DebugFontSmall = content.Load<SpriteFont>("fonts/debugFontSmall");
#endif
			
			StaticTextures.DEFAULT_TEXTURE_SCALE = DEFAULT_TEXTURE_SCALE;

			StaticTextures.SinglePixel     = TexPixel;
			StaticTextures.PanelBlurCorner = TexPanelBlurCorner;
			StaticTextures.PanelBlurEdge   = TexPanelBlurEdge;
			StaticTextures.PanelCorner     = TexPanelCorner;
		}
コード例 #35
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		public override void Draw(TextureRegion2D textureRegion, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth)
		{
#if DEBUG
			IncRenderSpriteCount();
#endif

			internalBatch.Draw(textureRegion.Texture, position, textureRegion.Bounds, color, rotation, origin, scale, effects, layerDepth);
		}
コード例 #36
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		public abstract void Draw(TextureRegion2D textureRegion, Vector2 position, Color color);
コード例 #37
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		public abstract void Draw(TextureRegion2D textureRegion, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth);
コード例 #38
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        private void RenderIsometric(TiledTile tile, TextureRegion2D region)
        {
            var tx = (tile.X*(_map.TileWidth / 2)) - (tile.Y*(_map.TileWidth / 2)) 
                //Center
                + (_map.Width * (_map.TileWidth/2)) 
                //Compensate Bug?
                - (_map.TileWidth / 2);
                
            var ty = (tile.Y*(_map.TileHeight/2)) + (tile.X*(_map.TileHeight/2)) 
                //Compensate Bug?
                - (_map.TileWidth + _map.TileHeight);

            _spriteBatch.Draw(region, new Rectangle(tx, ty, region.Width, region.Height), Color.White);
        }
コード例 #39
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 public NinePatchRegion2D(TextureRegion2D textureRegion, Thickness padding)
     : base(textureRegion.Name, textureRegion.Texture, textureRegion.X, textureRegion.Y, textureRegion.Width, textureRegion.Height)
 {
     Padding       = padding;
     SourcePatches = CreatePatches(textureRegion.Bounds);
 }
コード例 #40
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		private void DrawPolygonEdge(TextureRegion2D texture, Vector2 point1, Vector2 point2, Color color, float thickness)
		{
#if DEBUG
			IncRenderSpriteCount();
#endif

			var length = Vector2.Distance(point1, point2);
			var angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
			var scale = new Vector2(length, thickness);

			internalBatch.Draw(
				texture: texture.Texture,
				position: point1, 
				sourceRectangle: texture.Bounds, 
				color: color, 
				rotation: angle, 
				scale: scale);
		}
コード例 #41
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 public NinePatchRegion2D(TextureRegion2D textureRegion, int leftRightPadding, int topBottomPadding)
     : this(textureRegion, leftRightPadding, topBottomPadding, leftRightPadding, topBottomPadding)
 {
 }
コード例 #42
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		public override void Draw(TextureRegion2D textureRegion, FRectangle destinationRectangle, Color color)
		{
#if DEBUG
			IncRenderSpriteCount();
#endif

			internalBatch.Draw(textureRegion.Texture, destinationRectangle.Truncate(), textureRegion.Bounds, color);
		}
コード例 #43
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        public static void Draw(this SpriteBatch spriteBatch, TextureRegion2D textureRegion, Vector2 position, Color color)
        {
            var sourceRectangle = textureRegion.Bounds;

            spriteBatch.Draw(textureRegion.Texture, position, sourceRectangle, color);
        }
コード例 #44
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 public BulletFactory(IEntityManager entityManager, TextureRegion2D bulletRegion)
 {
     _entityManager = entityManager;
     _bulletRegion = bulletRegion;
 }