public Generic(Game game, float x, float y, SpriteTemplate spriteTemplate) : base(game,0,"generic") { X = x; Y = y; // _random = (float)Util.Random(); SpriteTemplate = spriteTemplate; }
public Explosion(Game game, float x, float y, ExplosionType type) : base(game, 0, "explosion") { X = x; Y = y; _animSpeed = 4f; _type = type; switch (_type) { case ExplosionType.Smoky: _template = new SpriteTemplate () { TilemapName = "units", Rectangle = new Rectangle(0, 832, 96, 96) }; _frameCount = 16; _animSpeed = 4f; _lifeTime = -6; break; } _sprite = new Sprite(_template, 0, Priority.Explosion); _sprite[0].Angle = (ushort)Util.RandomInt(0,4095); _sprite[0].Scale = Util.Random(0.6f, 1.0f); }
protected SpriteTemplate GetSpriteTemplate(XElement sprite) { var st = new SpriteTemplate(); st.TilemapName = "units"; st.Rectangle.X = (int?)sprite.Attribute("x") ?? st.Rectangle.X; st.Rectangle.Y = (int?)sprite.Attribute("y") ?? st.Rectangle.Y; st.Rectangle.Width = (int?)sprite.Attribute("w") ?? st.Rectangle.Width; st.Rectangle.Height = (int?)sprite.Attribute("h") ?? st.Rectangle.Height; st.Offset.X = (int?)sprite.Attribute("cx") ?? st.Offset.X; st.Offset.Y = (int?)sprite.Attribute("cy") ?? st.Offset.Y; st.Centered = (bool?)sprite.Attribute("center") ?? st.Centered; st.FrameOffset = (int?)sprite.Attribute("frameoffset") ?? st.FrameOffset; return st; }
public Sprite(SpriteTemplate st, Flags flags, int priority) : base(flags, priority) { Template = st; Add(); }
public Widget(SpriteTemplate template, Game game, int priority) : base(template, 0, priority) { _game = game; Add(0,0,1); }