Пример #1
0
        float speed2 = 200; //靠近玩家时自动靠近的速度

        #endregion Fields

        #region Constructors

        //构造函数都需要继承基类构造函数
        public BoomPoint(TextureManager texturemanager, float X, float Y)
            : base()
        {
            this.Type = Item.Boom_Point;
            //确定弹射范围
            Position.X = X; Position.Y = Y;
            OriPosition = new Vector2D(Position.X, Position.Y);
            breakPosition = new Vector2D(Direction.X * breakLength + Position.X, Direction.Y * breakLength + Position.Y);

            //正常状态
            Texture texture = texturemanager.Get("Ef_etama2");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetHeight(16);
            sprite.SetWidth(16);
            sprite.SetUVs(6*per_256, 8 * per_256, 8 * per_256, 10 * per_256);

            //顶部状态(三角形形态)
            Texture texture2 = texturemanager.Get("Ef_etama2");
            littleState = new Sprite();
            littleState.Texture = texture2;
            littleState.SetWidth(16);
            littleState.SetHeight(16);
            littleState.SetUVs(22 * per_256, 8 * per_256, 24 * per_256, 10 * per_256);
        }
Пример #2
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 public RedBox(TextureManager t)
 {
     name = "BlueBox";
     sprite= new Sprite();
      sprite.Texture = t.Get("Player2");
      sprite.SetHeight(16);
      sprite.SetWidth(16);
      sprite.SetUVs(per_256,6,18,8,20);
 }
Пример #3
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 public BlueBox(TextureManager t)
 {
     name = "BlueBox";
     sprite= new Sprite();
      sprite.Texture = t.Get("Player2");
      sprite.SetHeight(32);
      sprite.SetWidth(32);
      sprite.SetUVs(0, 22 * per_256, 4 * per_256, 26 * per_256);
 }
Пример #4
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 //复制构造函数
 public Sprite(Sprite spr)
 {
     _texture = spr.Texture;
     for (int i = 0; i < VertexAmount; i++)
     {
         _vertexPositions[i] = spr._vertexPositions[i];
         _vertexColors[i] = spr._vertexColors[i];
         _vertexUVs[i] = spr._vertexUVs[i];
     }
 }
Пример #5
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        float width_max = 64; //最大宽度

        #endregion Fields

        #region Constructors

        /// <summary>
        /// 爆炸特效
        /// </summary>
        /// <param name="texturemanager">纹理管理器</param>
        /// <param name="pos">绑定对象上的坐标组件</param>
        /// <param name="live_time">存活时间</param>
        /// <param name="min_r">特效半径最小大小</param>
        /// <param name="max_r">特效半径最大大小</param>
        public BreakOut_Blue(TextureManager texturemanager,Vector2D pos,int live_time = 15,float min_r=32,float max_r=64)
        {
            Pos_BindObject = pos;
            living_time = live_time;
            Texture texture = texturemanager.Get("Ef_etama2");
            sprite = new Sprite();
            sprite.Texture = texture;
            width = min_r; height = min_r;
            width_max = max_r; height_max = max_r;
            sprite.SetUVs(24 * per_256, 22 * per_256, 32 * per_256, 30 * per_256);
        }
Пример #6
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        public TextTestState(TextureManager textureManager)
        {
            _text.Texture = textureManager.Get("Font");
            _textFont = new TextFont(textureManager);
            spr = _textFont.GetAci("终");
            spr.SetPosition(-50, 50);
            spr.SetHeight(14);spr.SetWidth(14);

            _text.SetUVs(new Point(0.0547f*2, 0.0547f), new Point(0.0547f * 3, 0.0547f * 2));
            _text.SetWidth(14);
            _text.SetHeight(14);
        }
Пример #7
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 public BlueCard(TextureManager _t)
 {
     Texture texture;
     texture = _t.Get("Player2");
     name = "BlueCard";
     sprite = new Sprite();
     sprite.Texture = texture;
     sprite.SetWidth(16);
     sprite.SetHeight(16);
     sprite.SetUVs(4 * per_256, 22 * per_256, 6 * per_256, 24 * per_256);
     sprite.SetColorUp(new Color(1, 1, 1, 0.5f));
     sprite.SetColorDown(new Color(1, 1, 1, 0.5f));
 }
Пример #8
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 // 坐标,文字,宽度, 透明值,间距,行数,每行长度
 //从右到左(例如“    1”,“   11”,“  111”,“ 1111”,“11111” )
 public void DrawText2D2(Point position, string text, int width = 14, float Alpha = 1,
     int dw = 9, int rows = 1, int length = 20)
 {
     int len = text.Length;
     Sprite spr;
     for (int i = 0; i < len; i++)
     {
         spr = _textFont.GetAci(text.Substring(i, 1));
         spr.SetWidth(width); spr.SetHeight(width);
         spr.SetPosition(new Vector(position.X - width / 2 - (len-1-i)* dw, position.Y - width / 2, 0));
         spr.SetColor(new Color(1, 1, 1, Alpha));
         _renderer.DrawSprite(spr);
     }
 }
Пример #9
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 public void AddSprite(Sprite sprite)
 {
     //If the batch is full , draw it , empty and start again
     if (sprite.VertexPositions.Length + _batchSize > MaxVertexNumber)
         Draw();
     //Add the current sprite vertices to the batch
     for (int i = 0; i < sprite.VertexPositions.Length; i++)
     {
         _vertexPositions[_batchSize + i] = sprite.VertexPositions[i];
         _vertexColors[_batchSize + i] = sprite.VertexColor[i];
         _vertexUVs[_batchSize + i] = sprite.VertexUVs[i];
     }
     _batchSize += sprite.VertexPositions.Length;
 }
Пример #10
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 public BlueButterfly(TextureManager texturemanager)
 {
     Texture texture = texturemanager.Get("enemys1");
     sprite = new Sprite();
     sprite.Texture = texture;
     sprite.SetWidth(32);
     sprite.SetHeight(32);
     multiSprite = new MultiSprite(sprite);
     multiSprite.changeinterval = 0.15f;
     RecTangleF[] rects = new RecTangleF[4];
     for (int i = 0; i < 4; i++)
     {
         rects[i] = new RecTangleF(16 * per_512 + i * per_512 * 4, 16 * per_512,
             16 * per_512 + (i + 1) * 4 * per_512, 20 * per_512);
     }
     multiSprite.RegeditState(0, rects);
     effect = new StartEffect_Red(Stage1State._textureManager);
 }
Пример #11
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        public DarkBlueLittleSprite(TextureManager texturemanager)
        {
            name = "DarkBlueLittleSprite";
            Texture texture = texturemanager.Get("enemy");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetWidth(32);
            sprite.SetHeight(32);
            multiSprite = new MultiSprite(sprite);

            RecTangleF[] rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(i * 4 * per_512 , 0,
                    (i + 1) * 4 * per_512, 4 * per_512);
            multiSprite.RegeditState(0, rects);      //将此rectangleF注册到0号state ,表示正面状态

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(i * 4 * per_512, 4 * per_512,
                    (i + 1) * 4 * per_512, 8 * per_512);
            multiSprite.RegeditState(1, rects);      //将此rectangleF注册到1号state ,表示右侧渐动的状态

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(i * 4 * per_512, 8 * per_512,
                    (i + 1) * 4 * per_512, 12 * per_512);
            multiSprite.RegeditState(2, rects);      //将此rectangleF注册到2号state ,表示右侧移动状态

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF((i + 1) * 4 * per_512, 4 * per_512,
                    i * 4 * per_512, 8 * per_512);
            multiSprite.RegeditState(3, rects);      //将此rectangleF注册到3号state ,表示左侧渐动的状态

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF((i + 1) * 4 * per_512, 8 * per_512,
                    i * 4 * per_512, 12 * per_512);
            multiSprite.RegeditState(4, rects);      //将此rectangleF注册到4号state ,表示左侧移动状态
            multiSprite.RegeditCollection(1, 2);     //将1号动画连接到2号动画上
            multiSprite.RegeditCollection(3, 4);     //将3号动画连接到4号动画上
            multiSprite.State = 0;                   //将状态切换为0号state
            multiSprite.changeinterval = 0.1f;
        }
Пример #12
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 public override void DrawSprite(Sprite sprite, float x, float y, float rad)
 {
     x += (float)OffsetX;
     y += (float)OffsetY;
     Gl.glTranslatef(x, y, 0);
     Gl.glRotatef(rad, 0, 0, 1);
     Gl.glTranslatef(-x, -y, 0);
     Gl.glBindTexture(Gl.GL_TEXTURE_2D, sprite.Texture.ID);
     //利用迭代画出每个顶点(纹理)
     Gl.glBegin(Gl.GL_TRIANGLES);
     {
         for (int i = 0; i < Sprite.VertexAmount; i++)
         {
             DrawImmediateModeVertex(
                 sprite.VertexPositions[i],
                 sprite.VertexColor[i],
                 sprite.VertexUVs[i]);
         }
     }
     Gl.glEnd();
     Gl.glTranslatef(x, y, 0);
     Gl.glRotatef(-rad, 0, 0, 1);
     Gl.glTranslatef(-x, -y, 0);
 }
Пример #13
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        public ReiMu(TextureManager texturemanager)
        {
            this.texturemanager = texturemanager;
            name = "ReiMu";
            Texture texture = texturemanager.Get("Player2");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetWidth(32);
            sprite.SetHeight(48);
            sprite.SetColor(new Color(1, 1, 1, 0.2f));

            multiSprite = new MultiSprite(sprite);

            RecTangleF[] rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(0 + i * 4 * per_256, 0, 4 * per_256 + i * 4 * per_256, 6 * per_256);
            multiSprite.RegeditState(0, rects);      //将此rectangleF注册到0号state

            rects = new RecTangleF[3];
            for (int i = 0; i < 3; i++)
                rects[i] = new RecTangleF(i * 4 * per_256, 6 * per_256,
                    4 * per_256 + i * 4 * per_256, 12 * per_256);
            multiSprite.RegeditState(1, rects);      //将此rectangleF注册到1号state (过渡移动)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(12 * per_256 + i * 4 * per_256, 6 * per_256,
                   12 * per_256 + 4 * per_256 + i * 4 * per_256, 12 * per_256);
            multiSprite.RegeditState(2, rects);      //将此rectangleF注册到2号state (移动)

            rects = new RecTangleF[3];
            for (int i = 0; i < 3; i++)
                rects[i] = new RecTangleF(4 * per_256 + i * 4 * per_256, 6 * per_256,
                   i * 4 * per_256, 12 * per_256);
            multiSprite.RegeditState(3, rects);      //将此rectangleF注册到3号state (过渡移动,右)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(12 * per_256 + 4 * per_256 + i * 4 * per_256, 6 * per_256,
                12 * per_256 + i * 4 * per_256, 12 * per_256);
            multiSprite.RegeditState(4, rects);      //将此rectangleF注册到4号state (移动)

            multiSprite.RegeditCollection(1, 2);     //将1号动画连接到2号动画上
            multiSprite.RegeditCollection(3, 4);     //将3号动画连接到4号动画上
            multiSprite.State = 0;                   //将状态切换为3号state

            InitComponents();
        }
Пример #14
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        public MissPoint(TextureManager texturemanager, double X, double Y,Vector2D dir,int score = 100)
        {
            //确定类型
            this.Type = Item.Miss_Point;
            working = true;

            //确定弹射范围
            Position.X = X; Position.Y = Y;
            if (dir.Y < 0)
                dir.Y = -dir.Y;
            if (dir.X >= 0)
            {
                double rad = dir.GetAngle();
                if (rad > 60)
                    rad = 60;
                direction = new Vector2D(0, 1);
                direction.rotate((float)(Datas.LooselyRandom.NextDouble() * (rad - 2*randDomain) + randDomain));
            }
            else
            {
                double rad = dir.GetAngle();
                rad = 360 - rad;
                if (rad > 60)
                    rad = 60;
                direction = new Vector2D(0, 1);
                direction.rotate(-((float)(Datas.LooselyRandom.NextDouble() * (rad - 2 * randDomain) + randDomain)));
            }

            speed_right = speed_totle * direction.X;
            speed_up = speed_totle * direction.Y;

            double offset_x = Center_Distance * direction.X;
            double offset_y = Center_Distance * direction.Y;
            Position.X += offset_x;
            Position.Y += offset_y;

            offset_x = Datas.LooselyRandom.NextDouble() * 2 *randFireDomain - randFireDomain;
            Position.X += offset_x;

            Texture texture = texturemanager.Get("Ef_etama2");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetHeight(16);
            sprite.SetWidth(16);
            sprite.SetUVs(14 * per_256, 8 * per_256, 16 * per_256, 10 * per_256);

            //保存了MissPoint的一些必要信息
            ItemData = new itemdata.MissPoint(score,3);
        }
Пример #15
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        void initialize()
        {
            //正常状态
            Texture texture = texturemanager.Get("Ef_etama2");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetHeight(16);
            sprite.SetWidth(16);
            sprite.SetUVs(2.1f * per_256, 8 * per_256, 3.9f * per_256, 10 * per_256);

            //顶部状态(三角形形态)
            Texture texture2 = texturemanager.Get("Ef_etama2");
            littleState = new Sprite();
            littleState.Texture = texture2;
            littleState.SetWidth(16);
            littleState.SetHeight(16);
            littleState.SetUVs(18 * per_256, 8 * per_256, 20 * per_256, 10 * per_256);
        }
Пример #16
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 //允许绑定position,也可以不绑定(不绑定则需要自己指定坐标)
 public StartEffect_Red(TextureManager texturemanager, Vector2D position = null)
 {
     Texture texture = texturemanager.Get("etama2");
     sprite = new Sprite();
     sprite.Texture = texture;
     sprite.SetWidth(64);
     sprite.SetHeight(64);
     sprite.SetUVs(16 * per_256, 14 * per_256, 24 * per_256, 22 * per_256);
     if (position != null)
         Position = position;
 }
Пример #17
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        float _alpha; //那段时间的透明值

        #endregion Fields

        #region Constructors

        public ReimuBullet_Follow(TextureManager texturemanager, Vector2D direction)
        {
            bulletbody = new BlueCard(texturemanager);
            direction.Normalize();
            this.Direction.X = direction.X;
            this.Direction.Y = direction.Y;
            attack = 100;
            speed = 400;

            BlueEsc = (new BlueBox(texturemanager)).GetSprite() ;
        }
Пример #18
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 void CreateSprites()
 {
     Texture texture = _textureManager.Get("Font");
     foreach(Charactor c in charactors)
     {
         Sprite spt = new Sprite();
         spt.Texture = texture;
         spt.SetUVs(new Point(0.05467f*c.x,0.05467f*c.y),
             new Point(0.05467f*c.x+0.05467f,0.05467f*c.y+0.05467f));
         Font_Sprites.Add(c.id, spt);
     }
 }
Пример #19
0
        StateSystem _system; // 状态机

        #endregion Fields

        #region Constructors

        public Stage1State(StateSystem system , TextureManager texturemanager , SoundManagerEx soundmanager ,Form1 form = null)
        {
            _system = system;
            _textureManager = texturemanager;
            _soundmanager = soundmanager;
            if(form != null)
            this.form = form;

            GamePlayer = new Player();
            Datas.CurrentPlayer = GamePlayer;

            gameview = new GameView(texturemanager, soundmanager, 5 , GamePlayer); //中间层着色,注册角色
            GamePlayer.RegisteredRCharactors(Datas.Charactors[Datas.Fore_People_Select],
              Datas.Charactors[Datas.Fore_People_Select]);//  Form1.Charactors[Datas.Back_People_Select]);
            GamePlayer.Position.Y = 30;
            GamePlayer.RenderSpeed = 0.075f;                            //人物帧动画渲染速度

            foretable = new ForeTable(texturemanager, 10);          //最前层着色

            foretable.HighScores = 0;
            foretable.Power = 0;
            foretable.Graze = 0;
            foretable.CurrentPoint = 0;
            foretable.LevelPoint = 1550;
            foretable.CurrentTims = 0;
            foretable.TotleTims = 6400;
            foretable.GameLevel = 1;

            Logo = new Sprite();
            Logo.Texture = texturemanager.Get("logo1");
            Logo.SetWidth(192);
            Logo.SetHeight(192);
            Logo.SetPosition(210, -130);

            test = new Extra.VariableSprite();
            test.BindSprite(Logo);
            test.SetAttribute(210, -130, 0, 192, 192);

            fonc = new FontAciHuaKang(texturemanager);
            TextWriter = new FontWriterTool(fonc);
        }
Пример #20
0
 void init()
 {
     Textures = new Texture[5];
     Textures[0] = texturemanager.Get("FontAciP1");
     Textures[1] = texturemanager.Get("FontAciP2");
     Textures[2] = texturemanager.Get("FontAciP3");
     Textures[3] = texturemanager.Get("FontAciP4");
     Textures[4] = texturemanager.Get("FontAciP5");
     sprite = new Sprite();
     sprite.SetWidth(24);
     sprite.SetHeight(24);
     LoadData();
     inited = true;
 }
Пример #21
0
 void CreateSprites()
 {
     Texture texture = texturemanager.Get("fontex");
     foreach (Charactor c in charactors)
     {
         Sprite spt = new Sprite();
         spt.Texture = texture;
         spt.SetUVs(c.x * per_256, c.y * per_256, (c.x + 2) * per_256, (c.y + 2) * per_256);
         Font_Sprites.Add(c.id, spt);
     }
 }
Пример #22
0
        public Wriggle(TextureManager texturemanager)
        {
            name = "Wriggle";
            Texture texture = texturemanager.Get("Wriggle");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetWidth(32);
            sprite.SetHeight(42);
            sprite.SetColor(new Color(1, 1, 1, 0.2f));

            multiSprite = new MultiSprite(sprite);

            float offset = 0.01f;

            RecTangleF[] rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(i * 8 * per_256, per_256, (i + 1) * 8 * per_256 - offset, 13 * per_256);
            multiSprite.RegeditState(0, rects);      //将此rectangleF注册到0号state

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(i * 8 * per_256, per_256, (i + 1) * 8 * per_256 - offset, 13 * per_256);
            multiSprite.RegeditState(1, rects);      //将此rectangleF注册到1号state (过渡移动)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(i * 8 * per_256, per_256, (i + 1) * 8 * per_256 - offset, 13 * per_256);
            multiSprite.RegeditState(2, rects);      //将此rectangleF注册到2号state (移动)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(i * 8 * per_256, per_256, (i + 1) * 8 * per_256 - offset, 13 * per_256);
            multiSprite.RegeditState(3, rects);      //将此rectangleF注册到3号state (过渡移动,右)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(i * 8 * per_256, per_256, (i + 1) * 8 * per_256 - offset, 13 * per_256);
            multiSprite.RegeditState(4, rects);      //将此rectangleF注册到4号state (移动)

            multiSprite.RegeditCollection(1, 2);     //将1号动画连接到2号动画上
            multiSprite.RegeditCollection(3, 4);     //将3号动画连接到4号动画上
            multiSprite.State = 0;                   //将状态切换为3号state

            InitComponents();
        }
Пример #23
0
        public Yukari(TextureManager texturemanager)
        {
            name = "YuKaRi";
            Texture texture = texturemanager.Get("Player2");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetWidth(32);
            sprite.SetHeight(48);

            multiSprite = new MultiSprite(sprite);

            RecTangleF[] rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(4 * 4 * per_256 + i * 4 * per_256, 0,
                    4 * 4 * per_256 + 4 * per_256 + i * 4 * per_256, 6 * per_256);
            multiSprite.RegeditState(0, rects);      //将此rectangleF注册到0号state

            rects = new RecTangleF[3];
            for (int i = 0; i < 3; i++)
                rects[i] = new RecTangleF(i * 4 * per_256, 12 * per_256,
                    4 * per_256 + i * 4 * per_256, 18 * per_256);
            multiSprite.RegeditState(1, rects);      //将此rectangleF注册到1号state (过渡移动)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(12 * per_256 + i * 4 * per_256, 12 * per_256,
                   12 * per_256 + 4 * per_256 + i * 4 * per_256, 18 * per_256);
            multiSprite.RegeditState(2, rects);      //将此rectangleF注册到2号state (移动)

            rects = new RecTangleF[3];
            for (int i = 0; i < 3; i++)
                rects[i] = new RecTangleF(4 * per_256 + i * 4 * per_256, 12 * per_256,
                   i * 4 * per_256, 18 * per_256);
            multiSprite.RegeditState(3, rects);      //将此rectangleF注册到3号state (过渡移动,右)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(12 * per_256 + 4 * per_256 + i * 4 * per_256, 12 * per_256,
                12 * per_256 + i * 4 * per_256, 18 * per_256);
            multiSprite.RegeditState(4, rects);      //将此rectangleF注册到4号state (移动)

            multiSprite.RegeditCollection(1, 2);     //将1号动画连接到2号动画上
            multiSprite.RegeditCollection(3, 4);     //将3号动画连接到4号动画上
            multiSprite.State = 0;                   //将状态切换为0号state
        }
Пример #24
0
 public Score_Number(TextureManager _t)
 {
     texturemanager = _t;
     NumberDic = new Dictionary<string, Sprite>();
     Texture texture = _t.Get("fontex");
     for (int i = 0; i < 10; i++)
     {
         Sprite sp = new Sprite();
         sp.Texture = texture;
         sp.SetWidth(8);
         sp.SetHeight(8);
         sp.SetUVs(i * per_256, 0, (i + 1) * per_256, per_256);
         NumberDic.Add(i.ToString(), sp);
     }
 }
Пример #25
0
        float _alpha; //那段时间的透明值

        #endregion Fields

        #region Constructors

        public ReimuBullet_Dir(TextureManager texturemanager, Vector2D direction)
        {
            bulletbody = new RedCard(texturemanager);
            direction.Normalize();
            this.Direction.X = direction.X;
            this.Direction.Y = direction.Y;

            attack = 100;
            speed = 800;

            RedEsc = (new RedBox(texturemanager)).GetSprite();
        }
Пример #26
0
        //构造函数都需要继承基类构造函数
        public GratePowerPoint(TextureManager texturemanager, double X, double Y)
            : base()
        {
            this.Type = Item.BigP_Point;
            //确定弹射范围
            Position.X = X; Position.Y = Y;
            OriPosition = new Vector2D(Position.X, Position.Y);
            breakPosition = new Vector2D(Direction.X * breakLength + Position.X, Direction.Y * breakLength + Position.Y);

            //正常状态
            Texture texture = texturemanager.Get("Ef_etama2");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetHeight(16);
            sprite.SetWidth(16);
            sprite.SetUVs(4.1f * per_256, 8 * per_256, 6 * per_256, 9.9f * per_256);

            //顶部状态(三角形形态)
            Texture texture2 = texturemanager.Get("Ef_etama2");
            littleState = new Sprite();
            littleState.Texture = texture2;
            littleState.SetWidth(16);
            littleState.SetHeight(16);
            littleState.SetUVs(20 * per_256, 8 * per_256, 22 * per_256, 10 * per_256);
        }
Пример #27
0
 public Blue_Ray(TextureManager _t , Vector2D position , Vector2D direction = null, bool goright = true)
 {
     right = goright;
     Direction = new Vector2D(0, -1);
     speed = 100;
     Texture texture = _t.Get("Rays");
     this.Position = position;        //头坐标
     if (direction != null)
         this.Direction = direction;
      Sprite sp;
      for (int i = 0; i < dividecount; i++)
     {
         //切分为dividecount块
         positions.Add(new Vector2D(position.X, position.Y ));
         sp = new Sprite();
         sp.Texture = texture;
         sp.SetUVs(i / dividecount, per_256 *16, (i + 1) / dividecount, per_256 * 18);
         sp.SetWidth(256/dividecount*1.5f);
         sp.SetHeight(16/2);
         Rays_sprites.Add(sp);
     }
      radius = 8;
 }
Пример #28
0
 //允许绑定position,也可以不绑定(不绑定则需要自己指定坐标)
 public NormalSlowEffect(TextureManager texturemanager , Vector2D position = null)
 {
     Texture texture = texturemanager.Get("Ef_etama2");
     sprite = new Sprite();
     sprite.Texture = texture;
     sprite.SetWidth(64);
     sprite.SetHeight(64);
     sprite.SetUVs(0, 14 * per_256, 8 * per_256, 22 * per_256);
     if( position!= null)
      Position = position;
 }
Пример #29
0
 public RedCard(TextureManager _t)
 {
     Texture texture = _t.Get("Player2");
     name = "RedCard";
     sprite = new Sprite();
     sprite.Texture = texture;
     sprite.SetWidth(72);
     sprite.SetHeight(16);
     sprite.SetUVs(2*per_256, 18 * per_256, 11 * per_256, 20 * per_256);
     sprite.SetColorUp(new Color(1,1,1,0.5f));
     sprite.SetColorDown(new Color(1, 1, 1, 0.5f));
 }
Пример #30
0
 public BlueKnife(TextureManager _t)
 {
     Texture texture = _t.Get("etama1");
     name = "blueknife";
     sprite = new Sprite();
     sprite.Texture = texture;
     sprite.SetWidth(32);
     sprite.SetHeight(32);
     sprite.SetUVs(0, 18 * per_256, 4 * per_256, 22 * per_256);
 }