/// <summary> /// Renders a Sprite using the given parameters. /// </summary> /// <param name="record">The sprite to render.</param> /// <param name="frame">The frame to render.</param> /// <param name="position">The position to render it at.</param> /// <param name="color">The Color to blend with.</param> /// <param name="alpha">The transparency to use.</param> /// <param name="origin">The origin of the Texture.</param> /// <param name="scale">The scaling factors.</param> /// <param name="rotation">The rotation.</param> public static void Sprite(SpriteDefinition record, int frame, Vector2 position, Color color, float alpha, Vector2 origin, Vector2 scale, Angle rotation) { Texture(record.Texture, record[frame], position, color, alpha, origin, scale, rotation); }
/// <summary> /// Renders a Sprite using the current rendering state. /// </summary> /// <param name="sprite">The sprite to render.</param> /// <param name="frame">The frame to render.</param> public static void Sprite(SpriteDefinition sprite, int frame) { Texture(sprite.Texture, sprite[frame]); }
/// <summary> /// Renders a Sprite using the given position and color blending values. /// </summary> /// <param name="sprite">The sprite to render.</param> /// <param name="rect">The frame to render.</param> /// <param name="position">The position to render it at.</param> /// <param name="color">The Color to blend with.</param> /// <param name="alpha">The transparency to use.</param> public static void Sprite(SpriteDefinition record, int frame, Vector2 position, Color color, float alpha = 1.0f) { Texture(record.Texture, record[frame], position, color, alpha); }
public Sprite(SpriteDefinition definition) : base(true) { Definition = definition; AnimationCollection = new SpriteAnimationCollection(); }
/// <summary> /// Sets the rendering sprite of the particle. /// </summary> /// <param name="sprite">The Sprite to render.</param> /// <param name="origin">The origin to render with.</param> /// <param name="mode">The frame mode of the particle.</param> /// <returns>The current ParticleType.</returns> public ParticleType SetSprite(SpriteDefinition sprite, Vector2 origin, FrameMode mode) { Sprite = sprite; Origin = origin; realOrigin = (OriginInPixels ? Origin : Origin * sprite.Size); Mode = mode; if (shouldSetScaleByPixels) { Size.Min = pixelMin / Sprite.Diagonal; Size.Max = pixelMax / Sprite.Diagonal; } return this; }
public SpriteRecord(string name, string subtexture, int width, int height) { Width = width; Height = height; TextureName = name; SubtextureName = subtexture; Definition = null; Animations = new Dictionary<string, SpriteAnimation>(); }
/// <summary> /// Retrieves the SpriteAnimation associated with the given sprite and animation key. /// </summary> public SpriteAnimation GetSpriteAnimation(SpriteDefinition sprite, string animName) { foreach(var s in sprites) if (s.Value.Definition == sprite) return s.Value.Animations.ContainsKey(animName) ? s.Value.Animations[animName] : null; return null; }
public override void Unload() { selfSprite = null; }