Пример #1
0
        public static void LoadAssets(Engine engine) // Perche Static?
        {
            var startLevel = new SpriteAsset("../../Assets/StartLevel.png");
            engine.LoadAsset("startLevel", new SpriteAsset("../../Assets/StartLevel.png", 0, 0, startLevel.Width, startLevel.Height));

            //Load Asset Player
            int tileWidth;
            int tileHeight;
            SpriteAsset playerAsset = new SpriteAsset("../../Assets/player.png");
            tileWidth = playerAsset.Width / 22;
            tileHeight = playerAsset.Height;
            for (int i = 0; i < 22; i++)
            {
                engine.LoadAsset($"Player_{i}", new SpriteAsset("../../Assets/player.png", i * tileWidth, 0, tileWidth, tileHeight));
                engine.LoadAsset($"PlayerRight_{i}", new SpriteAsset("../../Assets/playerRight.png", i * tileWidth, 0, tileWidth, tileHeight));
            }
        }
Пример #2
0
		public void LoadAssets(Engine engine)
		{
			SpriteAsset image = new SpriteAsset("../../assets/bar.png");
			int tileWidth = image.Width / rows;
			int tileHeight = image.Height / cols;
			for (int x = 0; x < cols; x++)
			{
				for (int y = 0; y < rows; y++)
				{
					engine.LoadAsset($"bar_{x}_{y}", new SpriteAsset("../../assets/bar.png", x * tileWidth, y * tileHeight, tileWidth, tileHeight));
				}
			}
		}
Пример #3
0
		public static void LoadAssets(Engine engine, string assetName, string pathName, int rows, int cols)
		{
			SpriteAsset spriteAsset = new SpriteAsset(pathName);
			int width = spriteAsset.Width / cols;
			int height = spriteAsset.Height / rows;
			for (int x = 0; x < cols; x++)
			{
				for (int y = 0; y < rows; y++)
				{
					engine.LoadAsset(assetName + "_" + x + "_" + y, new SpriteAsset(pathName, x * width, y * height, width, height));
				}
			}
		}
Пример #4
0
 public static void LoadAnimation(Engine engine, string name, string fileName, int xLen, int yLen)
 {
     var spriteAsset = new SpriteAsset(fileName);
     var blockSizeOnWall = new Vector2(spriteAsset.Width/(float) xLen, spriteAsset.Height/(float) yLen);
     for (var posX = 0; posX < xLen; posX++)
         for (var posY = 0; posY < yLen; posY++)
         {
             var animName = $"{name}_{posY}_{posX}";
             Debug.WriteLine("Loaded animations: " + animName);
             engine.LoadAsset(animName,
                 new SpriteAsset(fileName, (int) (posX*blockSizeOnWall.X), (int) (posY*blockSizeOnWall.Y),
                     (int) blockSizeOnWall.X, (int) blockSizeOnWall.Y));
         }
 }
Пример #5
0
        private void LoadAsset(Engine engine)
        {

            int tileWidth;
            int tileHeight;

            SpriteAsset jdComplete = new SpriteAsset("../../Assets/jd.png"); // carica la sprite completa
            tileWidth = jdComplete.Width / 3; // lunghezza della sprite = lunghezza sprite completa/ le colonne
            tileHeight = jdComplete.Height / 5; // altezza della sprite = altezza sprite completa / le righe

            //ciclo for per caricare ad ogni chiave la propria sprite
            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 5; j++)
                {
                    engine.LoadAsset($"jd_{j}_{i}", new SpriteAsset("../../Assets/jd.png", i * tileWidth, j * tileHeight, tileWidth, tileHeight)); //load asset = metodo che torna dictonary
                }
            }
        }