Пример #1
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 public Particle(Tortoise2d game, Texture t, float x, float y, float w, float h, float vx, float vy, float ax, float ay,
     float growx, float growy, float r, float g, float b, float a, float cr, float cg, float cb, float ca, int time)
 {
     this.game = game;
     this.t = t;
     this.x = x;
     this.y = y;
     this.w = w;
     this.h = h;
     this.vx = vx;
     this.vy = vy;
     this.ax = ax;
     this.ay = ay;
     this.growx = growx;
     this.growy = growy;
     this.r = r;
     this.g = g;
     this.b = b;
     this.a = a;
     this.cr = cr;
     this.cg = cg;
     this.cb = cb;
     this.ca = ca;
     this.time = time;
     tick = 0;
     alive = true;
 }
Пример #2
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 public Renderable(Tortoise2d t, string textureName)
 {
     this.t = t;
     texture = t.textures.GetSprite(textureName);
     p = new Vector2[4];
     for (int i = 0; i < 4; i++)
     {
         p[i] = new Vector2();
     }
 }
Пример #3
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 public Renderable(Tortoise2d t, Texture texture)
 {
     this.t = t;
     this.texture = texture;
     p = new Vector2[4];
     for(int i = 0; i < 4; i++)
     {
         p[i] = new Vector2();
     }
 }
Пример #4
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        public ParticleSystem(Tortoise2d game, Texture t, int size)
        {
            this.size = size;
            this.game = game;
            this.t = t;

            parts = new Particle[size];
            for(int i = 0; i < parts.Length; i++)
            {
                parts[i] = new Particle(game, t, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0);
                parts[i].alive = false;
            }
        }
Пример #5
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        public Bitmap BuildSuperTexture(Bitmap[] images, out Texture[] textures)
        {
            int[] x, y;
            x = new int[images.Length];
            y = new int[images.Length];
            Texture[] texs = new Texture[images.Length];

            //SortBitmapsBigToSmall(ref images);

            PlaceImages(images, ref x, ref y, ref texs);

            textures = texs;

            return returnPackedBitmaps(images, x, y);
        }
Пример #6
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        private void PlaceImages(Bitmap[] images, ref int[] x, ref int[] y, ref Texture[] texs)
        {
            Node start = new Node();
            start.rect = new Rect(0, 0, SIZE, SIZE);

            for (int i = 0; i < images.Length; i++)
            {
                Node thisnode = start.Insert(new Rect(0, 0, images[i].Width, images[i].Height));
                if (thisnode != null)
                {
                    x[i] = thisnode.rect.x;
                    y[i] = thisnode.rect.y;
                    texs[i].u1 = (float)x[i] / (float)SIZE;
                    texs[i].v1 = (float)y[i] / (float)SIZE;
                    texs[i].u2 = (float)(x[i] + thisnode.rect.w) / (float)SIZE;
                    texs[i].v2 = (float)(y[i] + thisnode.rect.h) / (float)SIZE;
                }
            }
        }
Пример #7
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 public void AddSpriteTextureRGBA(Texture t, float x, float y, float w, float h, float r, float g, float b, float a)
 {
     core.AddSpriteUVRGBA(grid.TranslateGridScreenX(x), grid.TranslateGridScreenY(y)
                     , grid.TranslateGridScreenX(w), grid.TranslateGridScreenY(h), t.u1, t.v1, t.u2, t.v2, r, g, b, a);
 }
Пример #8
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 //adders all ok
 public void AddSpriteTexture(Texture t,float x, float y, float w, float h)
 {
     core.AddSpriteUV(grid.TranslateGridScreenX(x), grid.TranslateGridScreenY(y)
                     , grid.TranslateGridScreenX(w), grid.TranslateGridScreenY(h), t.u1, t.v1, t.u2, t.v2);
 }