public static void Remove(GameSprite pNode) { GameSpriteMan pMan = GameSpriteMan.privGetInstance(); Debug.Assert(pMan != null); Debug.Assert(pNode != null); pMan.baseRemove(pNode); }
public static void Destroy() { GameSpriteMan pMan = GameSpriteMan.privGetInstance(); Debug.Assert(pMan != null); // Do something clever here // track peak number of active nodes // print stats on destroy // invalidate the singleton }
public static void SetActive(GameSpriteMan pGSMan) { GameSpriteMan pMan = GameSpriteMan.privGetInstance(); Debug.Assert(pMan != null); Debug.Assert(pGSMan != null); GameSpriteMan.pActiveGSMan = pGSMan; // Add a NULL Sprite into the Manager, allows find GameSprite pGSprite = GameSpriteMan.Add(GameSprite.Name.NullObject, Image.Name.NullObject, 0, 0, 0, 0); Debug.Assert(pGSprite != null); }
public static GameSprite Find(GameSprite.Name name) { GameSpriteMan pMan = GameSpriteMan.privGetInstance(); Debug.Assert(pMan != null); // Compare functions only compares two Nodes // So: Use the Compare Node - as a reference // use in the Compare() function pMan.poNodeCompare.SetName(name); GameSprite pData = (GameSprite)pMan.baseFind(pMan.poNodeCompare); return(pData); }
public static GameSprite Add(GameSprite.Name name, Image.Name ImageName, float x, float y, float width, float height, Azul.Color pColor = null) { GameSpriteMan pMan = GameSpriteMan.privGetInstance(); Debug.Assert(pMan != null); GameSprite pNode = (GameSprite)pMan.baseAdd(); Debug.Assert(pNode != null); // Initialize the data Image pImage = ImageMan.Find(ImageName); Debug.Assert(pImage != null); pNode.Set(name, pImage, x, y, width, height, pColor); return(pNode); }