//create a new sprite intended for a single frame animation public static Sprite singleFrame(string name, int width, int height, string frameLocation, int xOffset, int yOffset) { AnimationFrame animfrm = new AnimationFrame(frameLocation, xOffset, yOffset); Animation annie = new Animation(); annie.AddFrame(animfrm); Sprite newSprite = new Sprite(name); newSprite.Size = new Dimension(width, height); newSprite.AddAnimation(annie); return newSprite; }
/// <summary> /// Show a given message, with a given icon, for the given duration. /// </summary> /// <param name="icon">The sprite to display in the notification area. </param> /// <param name="sender">The sender's name.</param> /// <param name="senderHandle">The sender's handle, codename, second name, etc.</param> /// <param name="message">The message to display.</param> /// <param name="duration">How long to show the message before hiding.</param> public static void Notification(Sprite icon, string sender, string senderHandle, string message, int duration) { //there should be two gui elements: an icon on the left, and a text area on the right GuiElement notifIcon = Game.notificationLayer.GetGuiElements()[0]; GuiElement notifSender = Game.notificationLayer.GetGuiElements()[1]; GuiElement notifSenderHandle = Game.notificationLayer.GetGuiElements()[2]; GuiElement notifText = Game.notificationLayer.GetGuiElements()[3]; notifIcon.SetSprite(icon); notifIcon.GetSprite().Size = new Dimension(40, 40); notifIcon.GetSprite().Animate(); notifSender.SetText(sender); notifSenderHandle.SetText(senderHandle); notifText.SetText(message); Debug.log("Setting sender to " + sender + " and handle to " + senderHandle); //reposition the handle to be after the sender's name notifSenderHandle.SetPosition(Helpah.d2i(notifSender.GetPosition().x + (notifSender.GetText().Length * 14)), Helpah.d2i(notifSenderHandle.GetPosition().y)); //Game.notificationLayer.Render(); Game.notificationLayer.Show(); //timeout hide notificationHideRenderId = Clock.AddRender(NotificationEnd); Clock.delayRender(notificationHideRenderId, duration); }
public void SetBackgroundSprite(Sprite sprite, View view) { this.backgroundSprites[view] = sprite; }
public bool SetSprite(Sprite newSprite) { try { //Debug.log("Setting sprite for " + this.GetName() + " to " + newSprite.GetName()); this.sprGameEntitySprite = Helpah.Clone(newSprite).As<Sprite>(); this.SetNeedsUpdate(); return true; } catch (Exception ex) { Debug.log("Exception with SetSprite in GameEntity: " + ex.Message); return false; } }
// Set the cursor to the specified sprite. If null is passed, reset the cursor to arrow. public void SetCursor(Sprite newCursor) { // Use custom JS & CSS. // http://www.w3schools.com/cssref/pr_class_cursor.asp //GuiLayer.GetLayerByName("CursorLayer").GetElementAt(0, 0).SetSprite(newCursor); //GuiLayer.GetLayerByName("CursorLayer").Show(); }
public void SetWorldSprite(Sprite newSprite) { }
public void SetSprite(Sprite newSprite) { this.SetWorldSprite(newSprite); this.SetInventorySprite(newSprite); }
public void SetInventorySprite(Sprite newSprite) { }
public void SetSprite(Sprite newSprite) { this.sprIcon = newSprite; this.SetNeedsUpdate(); }