public Texture2D GetTexture(SmileyTexture texture)
 {
     if (!_textures.ContainsKey(texture))
     {
         PreCacheTextures(texture);
     }
     return(_textures[texture]);
 }
示例#2
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 /// <summary>
 /// Constructs a new TileSet.
 /// </summary>
 /// <param name="texture"></param>
 /// <param name="numTiles"></param>
 /// <param name="rect"></param>
 /// <param name="hotSpot"></param>
 public SpriteSet(SmileyTexture texture, int numTiles, Rectangle rect, Vector2?hotSpot = null)
 {
     //Defer creating the tile sprites until they are accessed, because we need the texture height/width
     //to compute the sprites and they might not be loaded yet!
     _texture  = texture;
     _numTiles = numTiles;
     _rect     = rect;
     _hotSpot  = hotSpot;
 }
示例#3
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 /// <summary>
 /// Constructs a new Sprite.
 /// </summary>
 /// <param name="texture"></param>
 /// <param name="rect"></param>
 /// <param name="hotSpot"></param>
 public Sprite(SmileyTexture texture, Rectangle?rect, Vector2 hotSpot)
 {
     Texture = texture;
     Rect    = rect;
     HotSpot = hotSpot;
 }
示例#4
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 /// <summary>
 /// Constructs a new Sprite.
 /// </summary>
 /// <param name="texture"></param>
 /// <param name="rect"></param>
 public Sprite(SmileyTexture texture, Rectangle?rect)
     : this(texture, rect, new Vector2(0, 0))
 {
 }
 /// <summary>
 /// Constructs a new Animation.
 /// </summary>
 /// <param name="texture"></param>
 /// <param name="rect"></param>
 /// <param name="numFrames"></param>
 /// <param name="fps"></param>
 /// <param name="hotSpot"></param>
 /// <param name="reverse"></param>
 /// <param name="loop"></param>
 /// <param name="pingPong"></param>
 public Animation(SmileyTexture texture, Rectangle rect, int numFrames, float fps, Vector2?hotSpot = null, bool reverse = false, bool loop = false, bool pingPong = false)
     : this(new SpriteSet(texture, numFrames, rect, hotSpot), fps, reverse, loop, pingPong)
 {
 }