/// <summary> /// Constructs the pane with all the sprites. /// </summary> public DemoSpriteSimple() { // Create the basics sprites = new SpriteList(); viewport = new SpriteViewport(sprites); viewport.BackgroundColor = new Color(0, 0, 50); // Load in a basic sprite IDrawable drawable = DemoSprites.PixbufFactory.Create("blue-sphere"); sprite = new DrawableSprite(drawable); sprite.X = 10; sprite.Y = 10; sprite.Width = sprite.Height = 64; sprites.Add(sprite); // Load the second sprite drawable = DemoSprites.PixbufFactory.Create("green-sphere"); sprite2 = new DrawableSprite(drawable); sprite2.X = 10; sprite2.Y = 300; sprite2.Width = sprite2.Height = 128; sprites.Add(sprite2); // Load in just a red sphere drawable = DemoSprites.TilesetFactory.Create("red-sphere"); ISprite s = new DrawableSprite(drawable); s.X = 400; s.Y = 10; s.Width = s.Height = 256; sprites.Add(s); }
/// <summary> /// Constructs the pane with all the sprites. /// </summary> public DemoSpriteBounce() { // Create the basics sprites = new SpriteList(); viewport = new SpriteViewport(sprites); viewport.BackgroundColor = new Color(0, 0, 50); // Load in a basic drawable IDrawable drawable = DemoSprites.PixbufFactory.Create("green-sphere"); // Create the sprites for (int i = 0; i < 20; i++) { Bounce sprite = new Bounce(drawable); sprite.Width = sprite.Height = 64; sprites.Add(sprite); } }
/// <summary> /// Constructs the pane with all the sprites. /// </summary> public DemoSpriteMoving() { // Create the basics sprites = new SpriteList(); viewport = new SpriteViewport(sprites); viewport.BackgroundColor = new Color(0, 0, 50); // Load in the static green sphere IDrawable drawable = DemoSprites.TilesetFactory.Create("red-sphere"); DrawableSprite sprite1 = new DrawableSprite(drawable); sprite = new MovingSprite(sprite1); sprite.StoppedMoving += OnStoppedMoving; sprite.Height = sprite.Width = 64; sprite.X = sprite.Y = 10; sprites.Add(sprite); // Create the target drawable = DemoSprites.TilesetFactory.Create("green-sphere"); target = new DrawableSprite(drawable); target.Height = target.Width = 32; sprites.Add(target); // Load in the static green sphere drawable = DemoSprites.TilesetFactory.Create("red-sphere2"); DrawableSprite sprite2a = new DrawableSprite(drawable); sprite2 = new MovingSprite(sprite2a); sprite2.Height = sprite2.Width = 64; sprite2.X = sprite2.Y = 10; sprites.Add(sprite2); // Create the target drawable = DemoSprites.TilesetFactory.Create("green-sphere"); target2 = new DrawableSprite(drawable); target2.Height = target2.Width = 32; sprites.Add(target2); sprite2.DesiredX = Entropy.Next(0, viewport.Width - sprite.Width); sprite2.DesiredY = Entropy.Next(0, viewport.Height - sprite.Height); target2.X = sprite2.DesiredX + 16; target2.Y = sprite2.DesiredY + 16; // Start our timer Timeout.Add(1000, OnNewLocation2); }
/// <summary> /// Constructs the pane with all the sprites. /// </summary> public DemoSpriteTileset() { // Create the basics sprites = new SpriteList(); viewport = new SpriteViewport(sprites); viewport.BackgroundColor = new Color(0, 0, 50); // Load in the static green sphere IDrawable drawable = DemoSprites.TilesetFactory.Create("green-sphere"); DrawableSprite sprite = new DrawableSprite(drawable); sprite.Height = sprite.Width = 64; sprite.X = sprite.Y = 10; sprites.Add(sprite); // Load in the animated red sphere int rows = 6; int cols = 6; for (int i = 0; i < cols; i++) { for (int j = 0; j < rows; j++) { if (i == j) { drawable = DemoSprites.TilesetFactory.Create("red-sphere2"); } else { drawable = DemoSprites.TilesetFactory.Create("red-sphere"); } sprite = new DrawableSprite(drawable); sprite.Height = sprite.Width = 64; sprite.X = 100 + i * 100; sprite.Y = 10 + j * 100; sprite.Randomize(); sprites.Add(sprite); } } }
/// <summary> /// Constructs the display and sets up the internal widgets. /// </summary> public Display() { // Set up our size tileSize = 72; SetSizeRequest( tileSize * Game.Config.BoardSize, tileSize * Game.Config.BoardSize); // Create our viewport sprites = new SpriteList(); viewport = new SpriteViewport(sprites); // Set up the events ExposeEvent += OnExposed; ConfigureEvent += OnConfigure; ButtonPressEvent += OnButtonPress; Events = EventMask.AllEventsMask; // Set up the animation timer Timeout.Add(1000 / Game.Config.FramesPerSecond, OnTick); log = new Log(); }
/// <summary> /// Constructs the sprite drawing area, along with the various /// rules needed. /// </summary> public Viewer() { // Create the drop-down list HBox box = new HBox(); fps = new SpinButton(1, 100, 1); fps.Value = DesiredFps; fps.Changed += OnFpsChanged; showUpdate = new CheckButton(); box.PackStart(new Label("FPS"), false, false, 0); box.PackStart(fps, false, false, 2); box.PackStart(new Label("Show Update"), false, false, 5); box.PackStart(showUpdate, false, false, 2); box.PackStart(new Label(), true, true, 0); PackStart(box, false, false, 2); // Create the drawing area and pack it area = new DrawingArea(); area.Realized += OnRealized; area.ExposeEvent += OnExposed; area.ConfigureEvent += OnConfigure; PackStart(area, true, true, 2); // Create the viewport Sprites = new SpriteList(); viewport = new SpriteViewport(Sprites); // Start up a little animation loop Timeout.Add(1000 / DesiredFps, OnTick); }