private void RoomForm_Activated(object sender, EventArgs e) { MdiClient parent = Parent as MdiClient; if (parent != null) { foreach (Form child in parent.MdiChildren) { if (child.GetType() == typeof(SpriteSheetForm)) { SpriteSheetForm sheet = child as SpriteSheetForm; Spritesheet ss = sheet.Spritesheet; if (ss != null && !comboBox1.Items.Contains(ss)) { comboBox1.Items.Add(ss); } } } } if (spritesheet != null) { comboBox1.SelectedItem = spritesheet; } else if (comboBox1.Items.Count > 0) { comboBox1.SelectedIndex = 0; spritesheet = comboBox1.SelectedItem as Spritesheet; } }
public MainWindow() { InitializeComponent(); sheet = new Spritesheet(); DataContext = sheet; ImageListBox.ItemsSource = images; }
private GameObject CreateStar(bool left) { Palette.LoadPalette(0); var spritesheet = Spritesheet.Load(@"data\global\ui\CURSOR\pentspin"); var sprites = spritesheet.GetSprites(0); float width = sprites[0].rect.width; float height = sprites[0].rect.height; var star = new GameObject("star"); star.transform.localScale = new Vector3(Iso.pixelsPerUnit, Iso.pixelsPerUnit); float offset = GetMenuWidth() / 2 + StarPadding; star.transform.localPosition = new Vector3((left ? -offset : offset) - width / 2, -height / 2); var animator = star.AddComponent <SpriteAnimator>(); animator.sprites = sprites; animator.fps = 20; animator.reversed = left; animator.useUnscaledTime = true; animator.OffsetTime(left ? 0.1f : 0); var spriteRenderer = star.GetComponent <SpriteRenderer>(); spriteRenderer.sortingLayerName = "UI"; return(star); }
public static Missile Create(MissileInfo missileInfo, Vector3 start, Vector3 target, Unit originator) { var gameObject = new GameObject("missile_" + missileInfo.missile); var missile = gameObject.AddComponent <Missile>(); missile._animator = gameObject.AddComponent <SpriteAnimator>(); missile._renderer = gameObject.GetComponent <SpriteRenderer>(); missile._iso = gameObject.AddComponent <Iso>(); missile._info = missileInfo; missile._originator = originator; missile._speed = missileInfo.velocity; missile._iso.pos = start; missile._dir = (target - start).normalized; missile._renderer.material = missileInfo.material; missile._skillInfo = SkillInfo.Find(missileInfo.skill); missile._lifeTime = 0; var spritesheet = Spritesheet.Load(missileInfo.spritesheetFilename); int direction = Iso.Direction(start, target, spritesheet.directionCount); missile._animator.SetSprites(spritesheet.GetSprites(direction)); missile._animator.loop = missileInfo.loopAnim != 0; missile._animator.fps = missileInfo.fps; Events.InvokeMissileCreated(missile); return(missile); }
private static Spritesheet ReadSpritesheet(Stream input, Endian endian) { var instance = new Spritesheet(); instance.Id = input.ReadValueU32(endian); instance.Path = input.ReadString(endian); return(instance); }
public void Load(ContentManager Content) { _animation = new Spritesheet(Content.Load <Texture2D>("coin"), _coinWidth, 0.2f, true); _animationPlayer.PlayAnimation(_animation); _collisionRectangle = new Rectangle((int)Position.X, (int)Position.Y - _animation.FrameHeight, _animation.FrameWidth, _animation.FrameHeight); }
public GenerateWindow() { InitializeComponent(); mySpritesheet = new Spritesheet(); mySpritesheet.InputPaths = new List <string>(); DataContext = mySpritesheet; lbImages.ItemsSource = mySpritesheet.InputPaths; }
public MainWindow() { InitializeComponent(); MySpriteSheet = new Spritesheet(); MySpriteSheet.InputPaths = new List <String>(); DataContext = MySpriteSheet; lbImages.ItemsSource = MySpriteSheet.InputPaths; }
void SpritesUpdate() { for (int i = 0; i < sprites.Count; i++) { Spritesheet sheet = FindSheet(storagePets[i].species); sprites[i].spritesheet = sheet; } }
public void Load(ContentManager Content) { _animation = new Spritesheet(Content.Load <Texture2D>("whirlwind"), 192, 0.2f, true); _animationPlayer.PlayAnimation(_animation); Position = new Vector2((Konquer.ScreenWidth / 2) - (_animation.FrameWidth / 2), (Konquer.ScreenHeight / 2) + (_animation.FrameHeight / 2)); _collisionRectangle = new Rectangle((int)Position.X - (_animation.FrameWidth / 3), (int)Position.Y - (_animation.FrameHeight), _animation.FrameWidth, _animation.FrameHeight); }
/// <summary> /// Draws structure with given spritebatch /// </summary> /// <param name="spriteBatch">Spritebatch to draw structure with</param> public void Draw(SpriteBatch spriteBatch) { foreach (var box in elements) { Spritesheet sheet = spritesheets.Where(s => s.SpritesheetID == box.Item3).First(); spriteBatch.Draw(sheet.Sheet, box.Item2 + Position, box.Item1, Color.White); } }
/// <summary> /// Update animations if currently playing. /// </summary> /// <param name="elapsedTime">Elapsed game time, in seconds, since last frame.</param> public void Update(float elapsedTime) { if (_currAnimation != null) { int index = _currAnimation.Update(elapsedTime); _spritesheetStep = Spritesheet.GetStep(index); } }
void Awake() { sprite = GetComponent<Spritesheet>(); movement = GetComponent<PlayerMovement>(); blinker = GameObject.Find("Blinker").renderer; NotificationCenter.AddObserver(this, "StartFalling"); NotificationCenter.AddObserver(this, "Landed"); }
protected virtual bool SetTexture(string textureName, int frameWidth, int frameHeight, bool ignoreChaos = false, bool allowFailure = false) { this.textureName = textureName; sprite = new Spritesheet(ResourceManager.GetTexture(textureName, ignoreChaos, allowFailure), frameWidth, frameHeight); SetFrame(0); return(sprite.Tex != null); }
public GLMapEditor(int w, int h) { width = w; height = h; GL.ClearColor(Color.Transparent); SetupViewport(); rectColor = rectDefaultColor; movementPerms = Spritesheet.Load(Properties.Resources.Permissions_16x16, 16, 16); }
internal FontStyle(Spritesheet source) { _bitmapSource = source; // ReSharper disable once VirtualMemberCallInConstructor _supportedChars = GetSupportedCharacters(); // ReSharper disable once VirtualMemberCallInConstructor _spacing = GetSpacing(); }
public GLEntityEditor(int w, int h) { width = w; height = h; GL.ClearColor(Color.Transparent); SetupViewport(); rectColor = rectDefaultColor; entityTypes = Spritesheet.Load(Properties.Resources.Entities_16x16, 16, 16); }
public SpriteEditor() { InitializeComponent(); mySpriteSheet = new Spritesheet(); mySpriteSheet.InputPaths = new List <string>(); DataContext = mySpriteSheet; lbImages.ItemsSource = mySpriteSheet.InputPaths; myXMLPath = ""; }
private void UpdateConfiguration() { if (_cof == null || _equip == null || !_configChanged) { return; } _configChanged = false; for (int i = _layers.Count; i < _cof.layerCount; ++i) { var cofLayer = _cof.layers[i]; Layer layer = new Layer(); layer.gameObject = new GameObject(cofLayer.name); layer.transform = layer.gameObject.transform; layer.transform.SetParent(transform, false); layer.renderer = layer.gameObject.AddComponent <SpriteRenderer>(); var shadowObject = new GameObject("shadow"); shadowObject.transform.SetParent(layer.transform, false); shadowObject.transform.localScale = new Vector3(1, 0.5f); layer.shadow = shadowObject.AddComponent <SpriteRenderer>(); layer.shadow.material = _shadowMaterial; layer.shadow.sortingLayerID = SortingLayers.Shadow; _layers.Add(layer); } for (int i = 0; i < _layers.Count; ++i) { var layer = _layers[i]; if (i >= _cof.layerCount) { layer.gameObject.SetActive(false); continue; } var cofLayer = _cof.layers[i]; string equip = this.equip[cofLayer.compositIndex]; if (equip == null || equip == "") { layer.gameObject.SetActive(false); continue; } var spritesheetFilename = _cof.GetSpritesheetFilename(cofLayer, equip); layer.spritesheet = Spritesheet.Load(spritesheetFilename); if (layer.spritesheet == null) { layer.gameObject.SetActive(false); continue; } layer.renderer.material = cofLayer.material; layer.gameObject.SetActive(true); layer.shadow.gameObject.SetActive(cofLayer.shadow && shadow); _layers[i] = layer; } }
private static void AddNewSheet(string sheet) { Spritesheet ss = new Spritesheet(sheet); sheets.Add(ss); foreach (Sprite s in ss.sprites) { sprites.Add(s); } }
private Image LoadImage()//Carga las imagenes y me devuelve la mia { Image[] ships = Spritesheet.Load(@"Resources\shipsheetparts.png", new Size(200, 200)); ships[shipIndex].RotateFlip(RotateFlipType.Rotate270FlipNone); Image result = ships[shipIndex]; result.RotateFlip(RotateFlipType.RotateNoneFlipX); Extent = new SizeF(result.Size.Width / 2, result.Size.Height / 2); return(result); }
public Sprite GetPressedIcon() { if (_description == null) { return(null); } Sprite sprite = Spritesheet.Load(_iconSpritesheetFilename).GetSprites(0)[_description.iconIndex + 1]; return(sprite); }
public Snake(RenderObject rep, Vector2 startPos, Rectangle hitboxOffset) : base(rep) { charSheet = rep as Spritesheet; //Size of the snake corresponds to the size of the sprite(currently 120 x 60) SetSize(new Vector3(charSheet.SpriteWidth, charSheet.SpriteHeight, 0f)); SetPosition(new Vector3(startPos.X, startPos.Y, 0f)); BoundingBox = new Rectangle((int)(position.X + hitboxOffset.X), (int)(position.Y + hitboxOffset.Y), hitboxOffset.Width, hitboxOffset.Height); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); this.font.LoadContent(this.GraphicsDevice); this.sheet = new Spritesheet(LoadTexture("characters")) .WithGrid((32, 32)); this.animations = new[]
//sheet selection private void comboBox1_SelectedValueChanged(object sender, EventArgs e) { listBox1.Items.Clear(); spritesheet = comboBox1.SelectedItem as Spritesheet; Graphics graphics = Graphics.FromImage(drawArea); graphics.FillRectangle(Brushes.White, 0, 0, drawArea.Width, drawArea.Height); graphics.Dispose(); pictureBox1.Image = drawArea; }
private Image LoadImage() { Image[] ships = Spritesheet.Load(@"Resources\shipsheetparts.png", new Size(200, 200)); foreach (Image img in ships) { img.RotateFlip(RotateFlipType.Rotate270FlipNone); } Image result = ships[shipIndex]; Extent = new SizeF(result.Size.Width / 2, result.Size.Height / 2); return(result); }
public void SetSpriteSheet(Spritesheet spritesheet) { if (animator == null) { animator = GetComponentInChildren <SpritesheetAnimator>(); } if (animator) { animator.spritesheet = spritesheet; } }
public CheckBox(Vector2 position, bool current, MenuStyle style, DrawOrder layer = DrawOrder.AUDIO_SLIDER) { _box = new Spritesheet(ResourceManager.GetTexture("checkbox", true), 11, 11); _pos = position; _turnedOn = current; _layer = layer; _style = style; }
private void NewPressed(object sender, RoutedEventArgs e) { mySpriteSheet = new Spritesheet(); mySpriteSheet.InputPaths = new List <string>(); tbColumns.Clear(); tbOutputDir.Clear(); tbOutputFile.Clear(); RbMetaData.IsChecked = false; DataContext = mySpriteSheet; lbImages.ItemsSource = mySpriteSheet.InputPaths; lbImages.Items.Refresh(); }
public void Update() { if (animates) { elapsed += Time.deltaTime; } else { elapsed = 0; } Image.sprite = Spritesheet.FrameBySlot((int)(elapsed * stepsPerSecond) % Spritesheet.StepCount, facing); }
public static void Load(string path, AssetStore <string> assets, ContentManager content) { foreach (PropertyBag sheetProp in PropertyBag.FromFile(path)) { string name = sheetProp.Name; string sheetPath = sheetProp.GetOrDefault("path", "Content"); Texture2D texture = DataLoader.LoadTexture(Path.Combine(sheetPath, name)); Spritesheet spritesheet = new Spritesheet(name, texture); assets.AddAsset(name, spritesheet); } }
//loads in spritesheet private void button1_Click(object sender, EventArgs e) { OpenFileDialog dialog = new OpenFileDialog(); if (dialog.ShowDialog() == DialogResult.OK) { if (dialog.CheckFileExists == true) { Spritesheet = new Spritesheet(dialog.FileName); drawGrid(); } } }
public CheckWindow(PokemonInfo pokemonInfo) { InitializeComponent(); TempPokemon = pokemonInfo; mySpritesheet = new Spritesheet(); mySpritesheet.InputPaths = new List <string>(); DataContext = mySpritesheet; lbImages.ItemsSource = mySpritesheet.InputPaths; string filepath = System.AppDomain.CurrentDomain.BaseDirectory + "Textures/" + TempPokemon.Nat + ".png"; mySpritesheet.InputPaths.Add(filepath); lbImages.Items.Refresh(); }
// Use this for initialization void Start() { sprite = GetComponent<Spritesheet>(); sprite.PlayAnimation(0, 2, true); StartCoroutine(CR_ChasePlayer()); StartCoroutine(CR_CheckDeath()); Physics.IgnoreLayerCollision(8, 10); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // Query services spriteBatch = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch)); simpleSpritesheet = (Spritesheet) Game.Services.GetService(typeof (Spritesheet)); // Create Zone CreateTiles(); FillRandomValues(); base.Initialize(); }
void Start() { sprAnim = GetComponent<Spritesheet>(); }
public Spritesheet<int> GetSpriteInt(string id) { XmlElement xml = sprites[id]; Spritesheet<int> sprite = new Spritesheet<int>(atlas[xml.ChildText("Texture")], xml.ChildInt("FrameWidth"), xml.ChildInt("FrameHeight")); sprite.Origin = new Vector2(xml.ChildFloat("OriginX", 0), xml.ChildFloat("OriginY", 0)); sprite.Position = new Vector2(xml.ChildFloat("X", 0), xml.ChildFloat("Y", 0)); sprite.Color = xml.ChildHexColor("Color", Color.White); XmlElement anims = xml["Animations"]; if (anims != null) foreach (XmlElement anim in anims.GetElementsByTagName("Anim")) sprite.Add(anim.AttrInt("id"), anim.AttrFloat("delay", 0), anim.AttrBool("loop", true), Calc.ReadCSVInt(anim.Attr("frames"))); return sprite; }