private void RpcShowSprite(eSprite type) { if (!isClient) { return; } ShowSprite(type); }
public void AddSprite(eSprite _spr, int _x, int _y, int _z, float _scale, float _angle, eSpriteFlags _flags) { Sprite spr = new Sprite(); spr.x = _x & 0xff; spr.y = _y & 0xff; spr.z = _z & 0x3ff; spr.scale = _scale; spr.angle = _angle; spr.flags = _flags; sprites.Add(spr); }
// ############################################################################################# /// Function:<summary> /// Add a building at connected locations using _colour to identify on the map /// and make a the building between min and max sizes using _block as the block. /// </summary> /// /// In: <param name="_x">X Coordinate</param> /// <param name="_y">y Coordinate</param> /// <param name="_col"></param> /// <param name="min"></param> /// <param name="_max"></param> /// <param name="_block"></param> /// // ############################################################################################# private void AddTrees(int _x, int _y, int _groundlevel, int _col, eSprite _sprite) { List <Coords> FinalList = GetCoordList(_x, _y, (UInt32)_col); foreach (Coords c in FinalList) { Set(c.x / TileWidth, c.y / TileWidth, GroundLevel, Grass); int xx = rand.Next(-16, 16); int yy = rand.Next(-16, 16); AddSprite(c.x + 32 + xx, c.y + 32 + yy, _groundlevel + 16, _sprite); } }
private void ShowSprite(eSprite type) { HidleAllSprite(); switch (type) { case eSprite.Idle: _spriteIdle.enabled = true; break; case eSprite.Run: _spriteRun.enabled = true; break; } }
// ############################################################################################# /// Function:<summary> /// Add a sprite to the map /// </summary> /// /// In: <param name="_x"></param> /// <param name="_y"></param> /// <param name="_z"></param> /// <param name="_sprite"></param> /// // ############################################################################################# void AddSprite(int _x, int _y, int _z, eSprite _sprite) { // First work out the cell we're in int gx = _x / TileWidth; int gy = _y / TileHeight; List <Sprite> column = map[gx + (gy * Width)].sprites; Sprite sp = new Sprite(); sp.x = _x % TileWidth; sp.y = _y % TileHeight; sp.z = _z; sp.scale = 0; sp.flags = eSpriteFlags.none; sp.angle = 0; sp.SpriteType = _sprite; column.Add(sp); }
// ############################################################################################# /// Function:<summary> /// Add a building at connected locations using _colour to identify on the map /// and make a the building between min and max sizes using _block as the block. /// </summary> /// /// In: <param name="_x">X Coordinate</param> /// <param name="_y">y Coordinate</param> /// <param name="_col"></param> /// <param name="min"></param> /// <param name="_max"></param> /// <param name="_block"></param> /// // ############################################################################################# private void AddTrees(int _x, int _y, int _groundlevel, int _col, eSprite _sprite) { List<Coords> FinalList = GetCoordList(_x, _y, (UInt32)_col); foreach (Coords c in FinalList) { Set(c.x / TileWidth, c.y / TileWidth, GroundLevel, Grass); int xx = rand.Next(-16,16); int yy = rand.Next(-16,16); AddSprite(c.x + 32+xx, c.y+32+yy, _groundlevel+16, _sprite); } }
// ############################################################################################# /// Function:<summary> /// Add a sprite to the map /// </summary> /// /// In: <param name="_x"></param> /// <param name="_y"></param> /// <param name="_z"></param> /// <param name="_sprite"></param> /// // ############################################################################################# void AddSprite(int _x, int _y, int _z, eSprite _sprite) { // First work out the cell we're in int gx = _x / TileWidth; int gy = _y / TileHeight; List<Sprite> column = map[gx + (gy * Width)].sprites; Sprite sp = new Sprite(); sp.x = _x % TileWidth; sp.y = _y % TileHeight; sp.z = _z; sp.scale = 0; sp.flags = eSpriteFlags.none; sp.angle = 0; sp.SpriteType = _sprite; column.Add(sp); }
private void CmdShowSprite(eSprite type) { RpcShowSprite(type); }