예제 #1
0
        /// <summary>
        /// 为屏幕增加一个2D背景精灵描述子
        /// </summary>
        /// <param name="id">背景层的类型:0-背景 1-前景</param>
        /// <param name="source">资源名称</param>
        /// <param name="X">左上角在画面的X坐标</param>
        /// <param name="Y">左上角在画面的Y坐标</param>
        /// <param name="Z">Z坐标</param>
        /// <param name="Angle">角度</param>
        /// <param name="Opacity">不透明度</param>
        /// <param name="ScaleX">横向缩放比</param>
        /// <param name="ScaleY">纵向缩放比</param>
        /// <param name="anchor">锚点类型</param>
        /// <param name="cut">纹理切割矩</param>
        public void AddBackground2D(int id, string source, double X, double Y, int Z, double Angle, double Opacity, double ScaleX, double ScaleY, SpriteAnchorType anchor, Int32Rect cut)
        {
            SpriteDescriptor sd = new SpriteDescriptor()
            {
                Id           = id,
                ResourceType = ResourceType.Background,
                ResourceName = source,
                X            = X,
                Y            = Y,
                Z            = Z + GlobalConfigContext.GAME_Z_BACKGROUND,
                ScaleX       = ScaleX,
                ScaleY       = ScaleY,
                Angle        = Angle,
                Opacity      = Opacity,
                AnchorType   = anchor,
                CutRect      = cut
            };

            this.backgroundDescVec[id] = sd;
        }
예제 #2
0
        /// <summary>
        /// 为屏幕增加一个2D立绘精灵描述子
        /// </summary>
        /// <param name="id">立绘位置id号</param>
        /// <param name="source">资源名称</param>
        /// <param name="X">左上角在画面的X坐标</param>
        /// <param name="Y">左上角在画面的Y坐标</param>
        /// <param name="Z">Z坐标</param>
        /// <param name="Angle">角度</param>
        /// <param name="Opacity">不透明度</param>
        /// <param name="anchor">锚点类型</param>
        /// <param name="cut">纹理切割矩</param>
        public void AddCharacterStand2D(int id, string source, double X, double Y, int Z, double Angle, double Opacity, SpriteAnchorType anchor, Int32Rect cut)
        {
            SpriteDescriptor sd = new SpriteDescriptor()
            {
                Id           = id,
                ResourceType = ResourceType.Stand,
                ResourceName = source,
                X            = X,
                Y            = Y,
                Z            = Z + GlobalConfigContext.GAME_Z_CHARACTERSTAND,
                Angle        = Angle,
                Opacity      = Opacity,
                AnchorType   = anchor,
                CutRect      = cut
            };

            this.characterDescVec2D[id] = sd;
        }
예제 #3
0
        /// <summary>
        /// 为屏幕增加一个2D立绘精灵描述子
        /// </summary>
        /// <param name="id">立绘位置id号</param>
        /// <param name="source">资源名称</param>
        /// <param name="cst">立绘位置枚举</param>
        /// <param name="Z">Z坐标</param>
        /// <param name="Angle">角度</param>
        /// <param name="Opacity">不透明度</param>
        /// <param name="anchor">锚点类型</param>
        /// <param name="cut">纹理切割矩</param>
        public void AddCharacterStand2D(int id, string source, CharacterStand2DType cst, int Z, double Angle, double Opacity, SpriteAnchorType anchor, Int32Rect cut)
        {
            SpriteDescriptor sd = null;

            switch (cst)
            {
            case CharacterStand2DType.Left:
                sd = new SpriteDescriptor()
                {
                    Id           = id,
                    ResourceType = ResourceType.Stand,
                    ResourceName = source,
                    X            = GlobalConfigContext.GAME_CHARACTERSTAND_LEFT_X,
                    Y            = GlobalConfigContext.GAME_CHARACTERSTAND_LEFT_Y,
                    Z            = Z + GlobalConfigContext.GAME_Z_CHARACTERSTAND,
                    Angle        = Angle,
                    Opacity      = Opacity,
                    AnchorType   = anchor,
                    CutRect      = cut
                };
                break;

            case CharacterStand2DType.MidLeft:
                sd = new SpriteDescriptor()
                {
                    Id           = id,
                    ResourceType = ResourceType.Stand,
                    ResourceName = source,
                    X            = GlobalConfigContext.GAME_CHARACTERSTAND_MIDLEFT_X,
                    Y            = GlobalConfigContext.GAME_CHARACTERSTAND_MIDLEFT_Y,
                    Z            = Z,
                    Angle        = Angle,
                    Opacity      = Opacity,
                    AnchorType   = anchor,
                    CutRect      = cut
                };
                break;

            case CharacterStand2DType.Mid:
                sd = new SpriteDescriptor()
                {
                    Id           = id,
                    ResourceType = ResourceType.Stand,
                    ResourceName = source,
                    X            = GlobalConfigContext.GAME_CHARACTERSTAND_MID_X,
                    Y            = GlobalConfigContext.GAME_CHARACTERSTAND_MID_Y,
                    Z            = Z,
                    Angle        = Angle,
                    Opacity      = Opacity,
                    AnchorType   = anchor,
                    CutRect      = cut
                };
                break;

            case CharacterStand2DType.MidRight:
                sd = new SpriteDescriptor()
                {
                    Id           = id,
                    ResourceType = ResourceType.Stand,
                    ResourceName = source,
                    X            = GlobalConfigContext.GAME_CHARACTERSTAND_MIDRIGHT_X,
                    Y            = GlobalConfigContext.GAME_CHARACTERSTAND_MIDRIGHT_Y,
                    Z            = Z,
                    Angle        = Angle,
                    Opacity      = Opacity,
                    AnchorType   = anchor,
                    CutRect      = cut
                };
                break;

            case CharacterStand2DType.Right:
                sd = new SpriteDescriptor()
                {
                    Id           = id,
                    ResourceType = ResourceType.Stand,
                    ResourceName = source,
                    X            = GlobalConfigContext.GAME_CHARACTERSTAND_RIGHT_X,
                    Y            = GlobalConfigContext.GAME_CHARACTERSTAND_RIGHT_Y,
                    Z            = Z,
                    Angle        = Angle,
                    Opacity      = Opacity,
                    AnchorType   = anchor,
                    CutRect      = cut
                };
                break;
            }
            this.characterDescVec2D[id] = sd;
        }
예제 #4
0
        /// <summary>
        /// 为屏幕增加一个图片精灵描述子
        /// </summary>
        /// <param name="id">图片的id</param>
        /// <param name="source">资源名称</param>
        /// <param name="X">左上角在画面的X坐标</param>
        /// <param name="Y">左上角在画面的Y坐标</param>
        /// <param name="Z">Z坐标</param>
        /// <param name="ScaleX">横向缩放比</param>
        /// <param name="ScaleY">纵向缩放比</param>
        /// <param name="Angle">角度</param>
        /// <param name="Opacity">不透明度</param>
        /// <param name="anchor">锚点类型</param>
        /// <param name="cut">纹理切割矩</param>
        public void AddPicture(int id, string source, double X, double Y, int Z, double ScaleX, double ScaleY, double Angle, double Opacity, SpriteAnchorType anchor, Int32Rect cut)
        {
            SpriteDescriptor sd = new SpriteDescriptor()
            {
                Id           = id,
                ResourceType = ResourceType.Pictures,
                ResourceName = source,
                X            = X,
                Y            = Y,
                Z            = Z + GlobalConfigContext.GAME_Z_PICTURES,
                ScaleX       = ScaleX,
                ScaleY       = ScaleY,
                Angle        = Angle,
                Opacity      = Opacity,
                AnchorType   = anchor,
                CutRect      = cut
            };

            this.pictureDescVec[id] = sd;
        }
예제 #5
0
 /// <summary>
 /// 为屏幕增加一个立绘精灵描述子
 /// </summary>
 /// <param name="id">立绘位置id号</param>
 /// <param name="source">资源名称</param>
 /// <param name="cst">立绘位置枚举</param>
 /// <param name="Z">Z坐标</param>
 /// <param name="Angle">角度</param>
 /// <param name="Opacity">不透明度</param>
 /// <param name="anchor">锚点类型</param>
 /// <param name="cut">纹理切割矩</param>
 public void AddCharacterStand(int id, string source, CharacterStandType cst, int Z, double Angle, double Opacity, SpriteAnchorType anchor, Int32Rect cut)
 {
     SpriteDescriptor sd = null;
     switch (cst)
     {
         case CharacterStandType.Left:
             sd = new SpriteDescriptor()
             {
                 Id = id,
                 ResourceType = ResourceType.Stand,
                 ResourceName = source,
                 X = GlobalDataContainer.GAME_CHARACTERSTAND_LEFT_X,
                 Y = GlobalDataContainer.GAME_CHARACTERSTAND_LEFT_Y,
                 Z = Z + GlobalDataContainer.GAME_Z_CHARACTERSTAND,
                 Angle = Angle,
                 Opacity = Opacity,
                 AnchorType = anchor,
                 CutRect = cut
             };
             break;
         case CharacterStandType.MidLeft:
             sd = new SpriteDescriptor()
             {
                 Id = id,
                 ResourceType = ResourceType.Stand,
                 ResourceName = source,
                 X = GlobalDataContainer.GAME_CHARACTERSTAND_MIDLEFT_X,
                 Y = GlobalDataContainer.GAME_CHARACTERSTAND_MIDLEFT_Y,
                 Z = Z,
                 Angle = Angle,
                 Opacity = Opacity,
                 AnchorType = anchor,
                 CutRect = cut
             };
             break;
         case CharacterStandType.Mid:
             sd = new SpriteDescriptor()
             {
                 Id = id,
                 ResourceType = ResourceType.Stand,
                 ResourceName = source,
                 X = GlobalDataContainer.GAME_CHARACTERSTAND_MID_X,
                 Y = GlobalDataContainer.GAME_CHARACTERSTAND_MID_Y,
                 Z = Z,
                 Angle = Angle,
                 Opacity = Opacity,
                 AnchorType = anchor,
                 CutRect = cut
             };
             break;
         case CharacterStandType.MidRight:
             sd = new SpriteDescriptor()
             {
                 Id = id,
                 ResourceType = ResourceType.Stand,
                 ResourceName = source,
                 X = GlobalDataContainer.GAME_CHARACTERSTAND_MIDRIGHT_X,
                 Y = GlobalDataContainer.GAME_CHARACTERSTAND_MIDRIGHT_Y,
                 Z = Z,
                 Angle = Angle,
                 Opacity = Opacity,
                 AnchorType = anchor,
                 CutRect = cut
             };
             break;
         case CharacterStandType.Right:
             sd = new SpriteDescriptor()
             {
                 Id = id,
                 ResourceType = ResourceType.Stand,
                 ResourceName = source,
                 X = GlobalDataContainer.GAME_CHARACTERSTAND_RIGHT_X,
                 Y = GlobalDataContainer.GAME_CHARACTERSTAND_RIGHT_Y,
                 Z = Z,
                 Angle = Angle,
                 Opacity = Opacity,
                 AnchorType = anchor,
                 CutRect = cut
             };
             break;
     }
     this.characterDescVec[id] = sd;
 }
예제 #6
0
 /// <summary>
 /// 为屏幕增加一个图片精灵描述子
 /// </summary>
 /// <param name="id">图片的id</param>
 /// <param name="source">资源名称</param>
 /// <param name="X">左上角在画面的X坐标</param>
 /// <param name="Y">左上角在画面的Y坐标</param>
 /// <param name="Z">Z坐标</param>
 /// <param name="Angle">角度</param>
 /// <param name="Opacity">不透明度</param>
 /// <param name="anchor">锚点类型</param>
 /// <param name="cut">纹理切割矩</param>
 public void AddPicture(int id, string source, double X, double Y, int Z, double ScaleX, double ScaleY, double Angle, double Opacity, SpriteAnchorType anchor, Int32Rect cut)
 {
     SpriteDescriptor sd = new SpriteDescriptor()
     {
         Id = id,
         ResourceType = ResourceType.Pictures,
         ResourceName = source,
         X = X,
         Y = Y,
         Z = Z + GlobalDataContainer.GAME_Z_PICTURES,
         ScaleX = ScaleX,
         ScaleY = ScaleY,
         Angle = Angle,
         Opacity = Opacity,
         AnchorType = anchor,
         CutRect = cut
     };
     this.pictureDescVec[id] = sd;
 }
예제 #7
0
 /// <summary>
 /// 为屏幕增加一个立绘精灵描述子
 /// </summary>
 /// <param name="id">立绘位置id号</param>
 /// <param name="source">资源名称</param>
 /// <param name="X">左上角在画面的X坐标</param>
 /// <param name="Y">左上角在画面的Y坐标</param>
 /// <param name="Z">Z坐标</param>
 /// <param name="Angle">角度</param>
 /// <param name="Opacity">不透明度</param>
 /// <param name="anchor">锚点类型</param>
 /// <param name="cut">纹理切割矩</param>
 public void AddCharacterStand(int id, string source, double X, double Y, int Z, double Angle, double Opacity, SpriteAnchorType anchor, Int32Rect cut)
 {
     SpriteDescriptor sd = new SpriteDescriptor()
     {
         Id = id,
         ResourceType = ResourceType.Stand,
         ResourceName = source,
         X = X,
         Y = Y,
         Z = Z + GlobalDataContainer.GAME_Z_CHARACTERSTAND,
         Angle = Angle,
         Opacity = Opacity,
         AnchorType = anchor,
         CutRect = cut
     };
     this.characterDescVec[id] = sd;
 }
예제 #8
0
 /// <summary>
 /// 为屏幕增加一个背景精灵描述子
 /// </summary>
 /// <param name="id">背景层的类型:0-背景 1-前景</param>
 /// <param name="source">资源名称</param>
 /// <param name="X">左上角在画面的X坐标</param>
 /// <param name="Y">左上角在画面的Y坐标</param>
 /// <param name="Z">Z坐标</param>
 /// <param name="Angle">角度</param>
 /// <param name="Opacity">不透明度</param>
 /// <param name="anchor">锚点类型</param>
 /// <param name="cut">纹理切割矩</param>
 public void AddBackground(int id, string source, double X, double Y, int Z, double Angle, double Opacity, double ScaleX, double ScaleY, SpriteAnchorType anchor, Int32Rect cut)
 {
     SpriteDescriptor sd = new SpriteDescriptor()
     {
         Id = id,
         ResourceType = ResourceType.Background,
         ResourceName = source,
         X = X,
         Y = Y,
         Z = Z + GlobalDataContainer.GAME_Z_BACKGROUND,
         ScaleX = ScaleX,
         ScaleY = ScaleY,
         Angle = Angle,
         Opacity = Opacity,
         AnchorType = anchor,
         CutRect = cut
     };
     this.backgroundDescVec[id] = sd;
 }
예제 #9
0
 /// <summary>
 /// 演绎函数:显示立绘
 /// </summary>
 /// <param name="id">图片ID</param>
 /// <param name="filename">资源名称</param>
 /// <param name="x">X坐标</param>
 /// <param name="y">Y坐标</param>
 /// <param name="opacity">不透明度</param>
 /// <param name="xscale">X缩放比</param>
 /// <param name="yscale">Y缩放比</param>
 /// <param name="ro">角度</param>
 /// <param name="anchor">锚点</param>
 /// <param name="cut">纹理切割矩</param>
 private void Cstand(int id, string filename, double x, double y, double opacity, double xscale, double yscale, double ro, SpriteAnchorType anchor, Int32Rect cut)
 {
     Director.ScrMana.AddCharacterStand(id, filename, x, y, id, ro, opacity, anchor, cut);
     this.viewMana.Draw(id, ResourceType.Stand);
 }
예제 #10
0
 /// <summary>
 /// 演绎函数:显示立绘
 /// </summary>
 /// <param name="id">图片ID</param>
 /// <param name="filename">资源名称</param>
 /// <param name="locationStr">立绘位置字符串</param>
 /// <param name="opacity">不透明度</param>
 /// <param name="xscale">X缩放比</param>
 /// <param name="yscale">Y缩放比</param>
 /// <param name="ro">角度</param>
 /// <param name="anchor">锚点</param>
 /// <param name="cut">纹理切割矩</param>
 private void Cstand(int id, string filename, string locationStr, double opacity, double xscale, double yscale, double ro, SpriteAnchorType anchor, Int32Rect cut)
 {
     CharacterStandType cst;
     switch (locationStr)
     {
         case "l":
         case "left":
             cst = CharacterStandType.Left;
             if (id == -1) { id = 0; }
             break;
         case "ml":
         case "midleft":
             cst = CharacterStandType.MidLeft;
             if (id == -1) { id = 1; }
             break;
         case "mr":
         case "midright":
             cst = CharacterStandType.MidRight;
             if (id == -1) { id = 3; }
             break;
         case "r":
         case "right":
             cst = CharacterStandType.Right;
             if (id == -1) { id = 4; }
             break;
         default:
             cst = CharacterStandType.Mid;
             if (id == -1) { id = 2; }
             break;
     }
     Director.ScrMana.AddCharacterStand(id, filename, cst, id, ro, opacity, anchor, cut);
     this.viewMana.Draw(id, ResourceType.Stand);
 }
예제 #11
0
 /// <summary>
 /// 演绎函数:显示图片
 /// </summary>
 /// <param name="id">图片ID</param>
 /// <param name="filename">资源名称</param>
 /// <param name="x">图片X坐标</param>
 /// <param name="y">图片Y坐标</param>
 /// <param name="opacity">不透明度</param>
 /// <param name="xscale">X缩放比</param>
 /// <param name="yscale">Y缩放比</param>
 /// <param name="ro">角度</param>
 /// <param name="anchor">锚点</param>
 /// <param name="cut">纹理切割矩</param>
 private void Picture(int id, string filename, double x, double y, double opacity, double xscale, double yscale, double ro, SpriteAnchorType anchor, Int32Rect cut)
 {
     Director.ScrMana.AddPicture(id, filename, x, y, id, xscale, yscale, ro, opacity, anchor, cut);
     this.viewMana.Draw(id, ResourceType.Pictures);
 }