/// <summary> /// Instantiates a RenderTexture from the given Texture. /// </summary> /// <param name="source">Texture to use as a base for the new RenderTexture.</param> public RenderTexture( TextureAsset source ) : this(source.Width, source.Height) { Color[] colorData = new Color[source.Width * source.Height]; source.Texture2D.GetData<Color>(colorData); RenderTarget2D.SetData<Color>(colorData); }
public GameBackground( TextureAsset background ) { Depth = 100; texture = background; image = new Image(texture, false); image.Scale = Engine.Instance.Screen.Size / texture.Size; Add(image); }
/// <summary> /// Renders a Texture using the given parameters. /// </summary> /// <param name="texture">The Texture to render.</param> /// <param name="rect">Source clipping rectangle to use.</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 Texture(TextureAsset texture, Rectangle rect, Vector2 position, Color color, float alpha, Vector2 origin, Vector2 scale, Angle rotation) { SpriteBatch.Draw(texture.Texture2D, Calc.Floor(position), rect, color * Math.Min(alpha, 1), rotation.Radians, origin, scale, Effects, 0); }
/// <summary> /// Renders a Texture using the given position and color blending values. /// </summary> /// <param name="texture">The Texture to use.</param> /// <param name="rect">Source clipping rectangle to use.</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 Texture(TextureAsset texture, Rectangle rect, Vector2 position, Color color, float alpha = 1.0f) { SpriteBatch.Draw(texture.Texture2D, Calc.Floor(position), rect, color * Math.Min(alpha, 1)); }
/// <summary> /// Renders a Texture using the current rendering state. /// </summary> /// <param name="texture">The Texture to use.</param> /// <param name="rect">Source clipping rectangle to use.</param> public static void Texture(TextureAsset texture, Rectangle rect) { SpriteBatch.Draw(texture.Texture2D, Calc.Floor(Position), rect, Color * Math.Min(Alpha, 1), Rotation.Radians, Origin, Scale * Zoom, Effects, 0); }
public SpriteDefinition(TextureAsset texture, int frameWidth, int frameHeight) { Texture = texture; Width = frameWidth; Height = frameHeight; Length = (int)(Texture.Width / Width) * (int)(Texture.Height / Height); Rects = new Rectangle[Length]; for (int i = 0; i < Length; ++i) Rects[i] = Texture.GetFrame(i, Width, Height); }
public SubTexture( TextureAsset texture, int x, int y, int width, int height ) { Texture = texture; Rect = new Rectangle(x, y, width, height); }
public Image(TextureAsset texture, bool active) : base(active) { Texture = texture; }
private void LoadSprite(string textureName, TextureAsset texture) { foreach (var s in sprites) if (s.Value.TextureName == textureName) { if (s.Value.SubtextureName != null && texture is TextureAtlas) s.Value.Definition = new SpriteDefinition((texture as TextureAtlas)[s.Value.SubtextureName], s.Value.Width, s.Value.Height); else s.Value.Definition = new SpriteDefinition(texture, s.Value.Width, s.Value.Height); LoadParticle(s.Value); } }
private void LoadParticle(string textureName, TextureAsset texture) { foreach(var p in particles) if (p.Value.TextureName == textureName) { if (p.Value.SubtextureName != null && texture is TextureAtlas) p.Value.Type.SetSprite((texture as TextureAtlas)[p.Value.SubtextureName], p.Value.Type.Origin, p.Value.Type.Mode); else p.Value.Type.SetSprite(texture, p.Value.Type.Origin, p.Value.Type.Mode); } }
public void Apply(TextureAsset texture) { Apply(texture.Texture2D); }
public TextureData(TextureAsset source) : this(source.Texture2D) { }