示例#1
0
        public static Sce.PlayStation.HighLevel.GameEngine2D.SpriteTile SpriteFromFile(string filename)
        {
            if (TextureCache.ContainsKey(filename) == false)
            {
                TextureCache[filename] = new Texture2D(filename, false);
                TextureInfoCache[filename] = new TextureInfo(TextureCache[filename], new Vector2i(1, 1));
            }

            var tex = TextureCache[filename];
            var info = TextureInfoCache[filename];

               //       Vector2i tilesize=new Vector2i(256,256);
               //       if ( info.TextureSize )
               //       {
               //       }

            var result = new Sce.PlayStation.HighLevel.GameEngine2D.SpriteTile() { TextureInfo = info, };

            result.Quad.S = new Vector2(info.Texture.Width, info.Texture.Height);
            //          result.Quad.S = info.TextureSizef;

            // DEBUG: testing for current assets
            result.Scale = new Vector2(1.0f);

            tex.SetFilter(DefaultTextureFilterMode);

            return result;
        }
示例#2
0
        public TitleScene()
        {
            this.Camera.SetViewFromViewport();
            _texture = new Texture2D("Application/images/title.png",false);
            _ti = new TextureInfo(_texture);
            SpriteUV titleScreen = new SpriteUV(_ti);
            titleScreen.Scale = _ti.TextureSizef;
            titleScreen.Pivot = new Vector2(0.5f,0.5f);
            titleScreen.Position = new Vector2(Director.Instance.GL.Context.GetViewport().Width/2,
                                              Director.Instance.GL.Context.GetViewport().Height/2);
            this.AddChild(titleScreen);

            Vector4 origColor = titleScreen.Color;
            titleScreen.Color = new Vector4(0,0,0,0);
            var tintAction = new TintTo(origColor,10.0f);
            ActionManager.Instance.AddAction(tintAction,titleScreen);
            tintAction.Run();

            _titleSong = new Bgm("/Application/audio/titlesong.mp3");

            if(_songPlayer != null)
            _songPlayer.Dispose();
            _songPlayer = _titleSong.CreatePlayer();

            Scheduler.Instance.ScheduleUpdateForTarget(this,0,false);

            // Clear any queued clicks so we dont immediately exit if coming in from the menu
            Touch.GetData(0).Clear();
        }
        public TitleScene()
        {
            this.Camera.SetViewFromViewport();

            _texture = new Texture2D("/Application/assets/images/header.png",false);
            _ti = new TextureInfo(_texture);
            SpriteUV titleScreen = new SpriteUV(_ti);
            titleScreen.Scale = _ti.TextureSizef;
            titleScreen.Pivot = new Vector2(0.5f,0.5f);
            titleScreen.Position = new Vector2(Director.Instance.GL.Context.GetViewport().Width/2,
                                              Director.Instance.GL.Context.GetViewport().Height/2);
            this.AddChild(titleScreen);

            Vector4 origColor = titleScreen.Color;
            titleScreen.Color = new Vector4(0,0,0,0);
            var tintAction = new TintTo(origColor,10.0f);
            ActionManager.Instance.AddAction(tintAction,titleScreen);
            tintAction.Run();

            // MUSIC
            Support.MusicSystem.Instance.Play("play.mp3");

            Scheduler.Instance.ScheduleUpdateForTarget(this,0,false);

            // Clear any queued clicks so we dont immediately exit if coming in from the menu
            Touch.GetData(0).Clear();
        }
示例#4
0
        public TitleScene()
        {
            if(AppMain.am == null) {
                AppMain.am = new AudioManager();
            } else {
                AppMain.am.changeSong(false);
            }
            this.Camera.SetViewFromViewport();
            _texture = new Texture2D("/Application/images/title.png", false);
            _textureInfo = new TextureInfo(_texture);
            SpriteUV titleScreen = new SpriteUV(_textureInfo);
            titleScreen.Scale = _textureInfo.TextureSizef;
            titleScreen.Pivot = new Vector2(0.5f, 0.5f);
            ImageRect viewPort = Director.Instance.GL.Context.GetViewport();
            titleScreen.Position = new Vector2(viewPort.Width/2, viewPort.Height/2);
            this.AddChild(titleScreen);

            Vector4 origColour = titleScreen.Color;
            titleScreen.Color = new Vector4(0,0,0,0);
            var tintAction = new TintTo(origColour, 10.0f);
            ActionManager.Instance.AddAction(tintAction, titleScreen);
            tintAction.Run();

            Scheduler.Instance.ScheduleUpdateForTarget(this, 0, false);

            // Clear any queued clicks so we don't immediately exit if coming in from the menu
            Touch.GetData (0).Clear();
        }
        // CONSTRUCTOR ---------------------------------------------------------------------------------------
        public AnimationGlitchSpriteSingleton()
        {
            if(!isOkToCreate) Console.WriteLine (this + "is a singleton. Use get instance");
            if(isOkToCreate){
                FileStream fileStream = File.OpenRead("/Application/assets/animation/leftGlitch/leftOneLine.xml");
                StreamReader fileStreamReader = new StreamReader(fileStream);
                string xml = fileStreamReader.ReadToEnd();
                fileStreamReader.Close();
                fileStream.Close();
                XDocument doc = XDocument.Parse(xml);

                var lines = from sprite in doc.Root.Elements("sprite")
                    select new {
                        Name = sprite.Attribute("n").Value,
                        X1 = (int)sprite.Attribute ("x"),
                        Y1 = (int)sprite.Attribute ("y"),
              			Height = (int)sprite.Attribute ("h"),
              			Width = (int)sprite.Attribute("w"),
            };

               				_sprites = new Dictionary<string,Sce.PlayStation.HighLevel.GameEngine2D.Base.Vector2i>();
                foreach(var curLine in lines)
                {
                    _sprites.Add(curLine.Name,new Vector2i((curLine.X1/curLine.Width),(curLine.Y1/curLine.Height)));
                //note if you add more than one line of sprites you must do this
                // _sprites.Add(curLine.Name,new Vector2i((curLine.X1/curLine.Width),1-(curLine.Y1/curLine.Height)));
                //where 9 is the num of rows minus 1 to reverse the order :/
               			}
               				_texture = new Texture2D("/Application/assets/animation/leftGlitch/leftOneLine.png", false);
               				_textureInfo = new TextureInfo(_texture,new Vector2i(5,1));
            }
              		if(!isOkToCreate) {
                Console.WriteLine("this is a singleton. access via get Instance");
            }
        }
示例#6
0
 public WaterTile(TextureInfo texInfo)
     : base(texInfo)
 {
     _timer = new Timer();
     _delay = 3000;
     _timer.Reset();
 }
        public InstructionsScene()
        {
            this.Camera.SetViewFromViewport();

            _texture = new Texture2D("/Application/assets/images/allSame.png",false);
            // started working out game logic in a seperate project Card Match Login
            _ti = new TextureInfo(_texture);
            SpriteUV titleScreen = new SpriteUV(_ti);
            titleScreen.Scale = _ti.TextureSizef;
            titleScreen.Pivot = new Vector2(0.5f,0.5f);
            titleScreen.Position = new Vector2(Director.Instance.GL.Context.GetViewport().Width/2,
                                              Director.Instance.GL.Context.GetViewport().Height/2);
            this.AddChild(titleScreen);

            Vector4 origColor = titleScreen.Color;
            titleScreen.Color = new Vector4(0,0,0,0);
            var tintAction = new TintTo(origColor,10.0f);
            ActionManager.Instance.AddAction(tintAction,titleScreen);
            tintAction.Run();

            Scheduler.Instance.ScheduleUpdateForTarget(this,0,false);

            // Clear any queued clicks so we dont immediately exit if coming in from the menu
            Touch.GetData(0).Clear();
        }
示例#8
0
        public FishEnemy(Vector2 pos, PlayerCreature player)
        {
            enemyHabitat = Enemy.EnemyHabitat.ENEMY_HABITAT_SEA;
            enemyType = Enemy.EnemyType.ENEMY_TYPE_FISH;
            sprite = new SpriteTile();
            this.player = player;

            if (texInfo == null)
            {
                //texInfo = new TextureInfo ("/Application/assets/stingray_float.png");
                texInfo = new TextureInfo(AssetManager.GetTexture("stingray_float"), new Vector2i(4,1),TRS.Quad0_1);
            }

            if (spriteList == null)
            {
                spriteList = new SpriteList(texInfo);
            }

            spriteList.Position = new Vector2(0.0f,0.0f);
            spriteList.AddChild(sprite);

            Animations = new Dictionary<string, Animation>();
            //texInfo = new TextureInfo(AssetManager.GetTexture("stingray_float"), new Vector2i(4,1),TRS.Quad0_1);
            Animations.Add("idle" , new Animation(0, 3, 0.3f, false));
            CurrentAnimation = Animations["idle"];
            CurrentAnimation.Play();

            sprite.GetContentWorldBounds(ref boundingBox);
            sprite.Quad.S = new Vector2(321, 270);// map 1:1 on screen -- necessary? !!!\
            sprite.CenterSprite();
            sprite.Position = pos;
            sprite.Schedule((dt) => UpdateEnemyState(dt));
        }
示例#9
0
		public static void InitRayer()
		{
			CharacterStackTexture = new Texture2D[5];
			CharacterStackTextureInfo = new TextureInfo[5];
			
			var image0 = new Image("/Application/resourses/myCharacterStack.png");
			var image04 = image0.Crop(new ImageRect(0,0,128,32));
			var image03 = image0.Crop(new ImageRect(0,32,128,32));
			var image02 = image0.Crop(new ImageRect(0,64,128,32));
			var image01 = image0.Crop(new ImageRect(0,96,128,32));
			var image00 = image0.Crop(new ImageRect(0,128,128,32));
			
			CharacterStackTexture[0] = Convert.CreateTextureFromImage(image00);
			CharacterStackTextureInfo[0] = new TextureInfo(CharacterStackTexture[0]);
			CharacterStackTexture[1] = Convert.CreateTextureFromImage(image01);
			CharacterStackTextureInfo[1] = new TextureInfo(CharacterStackTexture[1]);
			CharacterStackTexture[2] = Convert.CreateTextureFromImage(image02);
			CharacterStackTextureInfo[2] = new TextureInfo(CharacterStackTexture[2]);
			CharacterStackTexture[3] = Convert.CreateTextureFromImage(image03);
			CharacterStackTextureInfo[3] = new TextureInfo(CharacterStackTexture[3]);
			CharacterStackTexture[4] = Convert.CreateTextureFromImage(image04);
			CharacterStackTextureInfo[4] = new TextureInfo(CharacterStackTexture[4]);
			
			image0.Dispose();
			image00.Dispose();
			image01.Dispose();
			image02.Dispose();
			image03.Dispose();
			image04.Dispose();
		}
示例#10
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        public void Render( Texture2D texture, Scene scene)
        {
            TextureInfo ti1 = new TextureInfo();

            //if(flip)
                ti1.Texture = texture;
            //	else
            //		ti1.Texture = texture1;

               		SpriteUV sprite1 = new SpriteUV();
               		sprite1.TextureInfo = ti1;

               		if(type==0)
            sprite1.Quad.S = ti1.TextureSizef.Multiply(.3f);

            if(type==1)
            sprite1.Quad.S = ti1.TextureSizef.Multiply(.05f);

               		sprite1.CenterSprite();
               		sprite1.Position = position;// scene.Camera.CalcBounds().Center;

            sprite1.Rotate(-rotation);//*Sce.PlayStation.HighLevel.GameEngine2D.Base.Math.Pi/180);

               		scene.AddChild(sprite1);
        }
示例#11
0
        public TextureAtlas(string filename)
        {
            sprites = new Dictionary<string, Bounds2>();
            sizes = new Dictionary<string, Vector2i>();

            XDocument doc = XDocument.Load(filename + ".xml");

            var lines = from sprite in doc.Root.Elements("sprite")
                select new
                {
                    Name = sprite.Attribute("n").Value,
                    X1 = (float)sprite.Attribute("x"),
                    Y1 = (float)sprite.Attribute("y"),
                    Height = (float)sprite.Attribute("h"),
                    Width = (float)sprite.Attribute("w")
                };

            texAtlas = new Texture2D(filename + ".png", false);
            texAtlasInfo = new TextureInfo(texAtlas);

            foreach (var curLine in lines)
            {
                sprites.Add(curLine.Name, new Bounds2(new Vector2(curLine.X1 / texAtlas.Width, 1 - (curLine.Y1 / texAtlas.Height)), new Vector2((curLine.X1 + curLine.Width) / texAtlas.Width, 1 -((curLine.Y1 + curLine.Height) / texAtlas.Height))));
                sizes.Add(curLine.Name, new Vector2i((int)curLine.Width, (int)curLine.Height));
            }
        }
示例#12
0
        public static void InitEnemyBullet()
        {
            BulletList = new ArrayList();
            BulletTexture = new Texture2D[4];
            BulletTextureInfo = new TextureInfo[4];

            var image2 = new Image("/Application/resourses/Bullet01_16x16.png");
            var image20 = image2.Crop(new ImageRect(0,0,16,16));
            var image21 = image2.Crop(new ImageRect(0,16,16,16));
            var image22 = image2.Crop(new ImageRect(0,32,16,16));
            var image23 = image2.Crop(new ImageRect(0,48,16,16));

            BulletTexture[0] = Convert.CreateTextureFromImage(image20);
            BulletTextureInfo[0] = new TextureInfo(BulletTexture[0]);
            BulletTexture[1] = Convert.CreateTextureFromImage(image21);
            BulletTextureInfo[1] = new TextureInfo(BulletTexture[1]);
            BulletTexture[2] = Convert.CreateTextureFromImage(image22);
            BulletTextureInfo[2] = new TextureInfo(BulletTexture[2]);
            BulletTexture[3] = Convert.CreateTextureFromImage(image23);
            BulletTextureInfo[3] = new TextureInfo(BulletTexture[3]);
            image2.Dispose();
            image20.Dispose();
            image21.Dispose();
            image22.Dispose();
            image23.Dispose();
        }
        // CONSTRUCTOR ----------------------------------------------------------------------------
        public ButtonEntity( string pLabel, Scene pScene, GamePhysics pGamePhysics, TextureInfo pTextureInfo, Vector2i pTileIndex2D )
            : base(pScene, pGamePhysics, pTextureInfo, pTileIndex2D, null)
        {
            halfWidth = Width / 2.0f;
            halfHeight = Height / 2.0f;
            labelOffset = new Vector2(0.1f, 0.25f);
            this.setPivot(0.5f,0.5f);

            font = Crystallography.UI.FontManager.Instance.GetInGame("Bariol", 25);
            map = Crystallography.UI.FontManager.Instance.GetMap( font );
            if ( pLabel != null ) {
                label = new Label( pLabel, map );
                label.Pivot = new Vector2(0.15f, 0.25f );
                label.Scale = new Vector2(1.0f/this.Width,1.0f/this.Height);
            }

            this.getNode().AddChild(label);

            labelOffset = Vector2.Zero;
            status = NORMAL;
            _onToggle = false;
            _pressed = false;
            _initialized = false;

            #if DEBUG
            Console.WriteLine(GetType().ToString() + " created" );
            #endif
        }
示例#14
0
        public void AddTextureAsset(String path, Object user, Int32 u, Int32 v)
        {
            if (String.IsNullOrWhiteSpace(path))
                throw new ArgumentException();

            if (user == null)
                throw new ArgumentNullException();

            Vector2i tiles = new Vector2i(u, v);

            if (TextureAssetsByUsers.ContainsKey(path))
            {
                if (TextureAssetsByUsers[path].TextureInfo.NumTiles != tiles)
                    throw new ArgumentException("Duplicate texture asset with different tiles: " + path);

                TextureAssetsByUsers[path].AddUser(user);
            }
            else
            {
                Texture2D t = new Texture2D(path, false);
                TextureInfo ti = new TextureInfo(t, tiles);

                TextureAssetsByUsers[path] = new TextureUsers(ti, user);
            }
        }
示例#15
0
        /// <summary>SpriteRenderer constructor.</summary>
        public SpriteRenderer(GraphicsContextAlpha gl, uint max_sprites)
        {
            GL = gl;

            m_imm_quads = new ImmediateModeQuads< Vector4 >( GL, (uint)max_sprites, VertexFormat.Float4 );

            {
                // init the font texture used by DrawTextDebug

                Texture2D font_texture = EmbeddedDebugFontData.CreateTexture();

                m_embedded_font_texture_info = new TextureInfo();

                m_embedded_font_texture_info.Initialize(
                    font_texture,
                    new Vector2i( EmbeddedDebugFontData.NumChars, 1 ),
                    new TRS(
                        new Bounds2(
                            new Vector2(0.0f, 0.0f),
                            new Vector2(
                                (EmbeddedDebugFontData.CharSizei.X * EmbeddedDebugFontData.NumChars ) / (float)font_texture.Width,
                                (EmbeddedDebugFontData.CharSizei.Y / (float)font_texture.Height)
                                )
                            )
                        )
                    );
            }
        }
示例#16
0
        public Bullet(Vector2 pos)
        {
            sprite = new SpriteUV();

            if (texInfo == null)
            {
                texInfo = new TextureInfo ("/Application/assets/bubble.png");
                //texInfo = new TextureInfo(AssetManager.GetTexture("bubble"), new Vector2i(4,1),TRS.Quad0_1);
            }

            if (spriteList == null)
            {
                spriteList = new SpriteList(texInfo);
                spriteList.Position = new Vector2(0.0f,0.0f);
            }

            spriteList.AddChild(sprite);
            sprite.Quad.S = texInfo.TextureSizef; // map 1:1 on screen -- necessary? !!!\
            sprite.RunAction(new ScaleTo(new Vector2(0.15f,0.15f),0.0f));

            sprite.GetContentWorldBounds(ref boundingBox);
            boundingBox = new Bounds2(pos, new Vector2(38,38));
            //sprite.CenterSprite();
            sprite.Position = pos;
            sprite.Schedule((dt) => Update());
        }
示例#17
0
 public static void PrecacheTiledSprite(string filename, int x, int y)
 {
     if (TextureCache.ContainsKey(filename) == false)
     {
         TextureCache[filename] = new Texture2D(filename, false);
         TextureInfoCache[filename] = new TextureInfo(TextureCache[filename], new Vector2i(x, y));
     }
 }
示例#18
0
        public BulletEntity(string path,float scale)
        {
            //スプライト生成
            var texture_info = new TextureInfo(new Texture2D(path,false),new Vector2i(1,1));
            Sprite = createSprite (texture_info);

            this.AddChild(Sprite);
        }
示例#19
0
 public void OpenTextureInFile(string name)
 {
     textureforOpening = new Texture2D(AssetsPrefix + name,false);
     tInfor = new TextureInfo(textureforOpening);
     sprite = new SpriteUV(tInfor);
     spriteList = new Sce.PlayStation.HighLevel.GameEngine2D.SpriteList(tInfor);
     spriteList.AddChild(sprite);
 }
示例#20
0
 private void generateFireleafSprite()
 {
     var texture = new Texture2D ("/Application/Assets/images/fireleaf_one.png", false);
     var textureInfo = new TextureInfo (texture);
     this.RegisterDisposeOnExit (textureInfo);
     var sprite = new SpriteUV (textureInfo);
     sprite.Quad.S = textureInfo.TextureSizef;
     AddChild (sprite);
 }
		public static void Main (string[] args)
		{
			Director.Initialize();
			Director.Instance.GL.Context.SetClearColor( Colors.Grey20 );
			//Director.Instance.DebugFlags |= DebugFlags.Navigate; 
			
			Vector2 position = new Vector2(300,300);
			Vector2i sprIndex1 = new Vector2i(0,0);
			int step = 0;
			
			var scene = new Scene();
			
			var texture_info = new TextureInfo( new Texture2D("/Application/Dude1.png", false ),
			                                   new Vector2i(2,1));
			
			var sprite = new SpriteTile(texture_info, sprIndex1);
			scene.Camera.SetViewFromViewport();
			sprite.Quad.S = texture_info.TextureSizef; 
			scene.AddChild( sprite );
			
			var sprite2 = new SpriteUV() { TextureInfo = texture_info};
			sprite2.Quad.S = texture_info.TextureSizef; 
			scene.AddChild( sprite2 );
			//sprite2.Position = scene.Camera.CalcBounds().Center;
			sprite2.Position = position;
			
			Director.Instance.RunWithScene( scene );
			Initialize ();
			
			sprite.TileIndex2D = new Vector2i(1,0);
			
			while (true) {
				GamePadData presses = GamePad.GetData(0);
				//step++;
				//if (step == 20)
				if ((presses.Buttons & GamePadButtons.Down) != 0){
					sprite.TileIndex2D.X = 0;
					position.X++;
				}
					//sprIndex1.X = 0;
				//if (step > 40){
				//	step = 0;
				else
					sprite.TileIndex2D.X = 1;
					//sprIndex1.X = 1;
				//}
				
				//sprite.TileIndex2D = sprIndex1;
				
				SystemEvents.CheckEvents ();
				Update ();
				Render ();
			}
		}
示例#22
0
 private void setSprite()
 {
     Texture2D texture = new Texture2D(spritePath,false);
     TextureInfo textureInfo = new TextureInfo(texture);
     float pivotCenter = 0.5f;
     this.sprite = new SpriteUV(textureInfo);
     this.sprite.Scale = textureInfo.TextureSizef/2;
     this.sprite.Pivot = new Vector2(pivotCenter,pivotCenter);
     this.sprite.Position = new Vector2(this.x, this.y);
     this.AddChild(this.sprite);
 }
示例#23
0
        public BackGround(Vector2 pos,string path,float scale)
        {
            //スプライト生成
            texture_info = new TextureInfo(new Texture2D(path,false),new Vector2i(1,1));
            Sprite = createSprite (texture_info,scale);

            //座標設定
            this.Position = pos;

            //スプライトをNodeに追加する
            this.AddChild(Sprite);
        }
示例#24
0
        public BulletEntity(Vector2 pos,string path)
        {
            //座標設定
            this.Position = pos;

            //スプライト生成
            var texture_info = new TextureInfo(new Texture2D(path,false),new Vector2i(1,1));
            Sprite = createSprite (texture_info);

            //スプライトをNodeに追加する
            this.AddChild(Sprite);
        }
示例#25
0
        public void setTextureArray(string[] array)
        {
            int i;
            for(i = 0; i < array.Length; i++)
            {
                //GameLog.DebugLog.Log("" + i);
                string path = array[i];

                textureInfoArray[i] = new TextureInfo( new Texture2D("/Application/resources/" + path, false) );
            }

            this.TextureInfo = textureInfoArray[texture_num];
        }
示例#26
0
        public PlayerCreature()
        {
            Animations = new Dictionary<string, Animation>();
            texInfo = new TextureInfo(AssetManager.GetTexture("spritesheet"), new Vector2i(2,2), TRS.Quad0_1);
            Animations.Add("idle" , new Animation(0, 2, 0.4f, false));
            CurrentAnimation = Animations["idle"];
            CurrentAnimation.Play();
            sprite = new SpriteTile(texInfo);
            sprite.TileIndex1D = CurrentAnimation.CurrentFrame;
            sprite.Quad.S = texInfo.TextureSizef;

            isJumping = false;
        }
示例#27
0
        public StaticBackground()
        {
            var texture = new Texture2D ("/Application/Assets/background/background.jpg", false);
            var textureInfo = new TextureInfo (texture);
            this.RegisterDisposeOnExit (textureInfo);
            var sprite = new SpriteUV (textureInfo);
            sprite.Quad.S = textureInfo.TextureSizef;

            AddChild (sprite);

            Camera = new Camera2D (Director.Instance.GL, Director.Instance.DrawHelpers);
            Camera.SetViewFromViewport ();
        }
示例#28
0
		/// <summary>
		/// スコアを更新する
		/// </summary>
		/// <param name='inc'>
		/// 指定された分だけ増加させる
		/// </param>
		public static void UpdateScore(int inc){
			Scenes.sceneOnGame.RemoveChild(scoreSprite,true);
			
			Global.score += inc;
			var texture = Convert.CreateTextureFromText("SCORE  "+Global.score,new Font(FontAlias.System, 20, FontStyle.Bold),0xffffffff);
			var textureInfo = new TextureInfo(texture);
			scoreSprite = new SpriteUV(){TextureInfo = textureInfo};
			scoreSprite.Quad.S = textureInfo.TextureSizef;
			scoreSprite.CenterSprite();
			scoreSprite.Position = new Vector2(700,520);
			
			Scenes.sceneOnGame.AddChild(scoreSprite);
			
		}
示例#29
0
        public GameOverScene()
        {
            var texture = new Texture2D ("/Application/Assets/images/dead_scene.png", false);
            var textureInfo = new TextureInfo (texture);
            RegisterDisposeOnExit (textureInfo);
            var sprite = new SpriteUV (textureInfo);
            sprite.Quad.S = textureInfo.TextureSizef;

            AddChild (sprite);

            Camera = new Camera2D (Director.Instance.GL, Director.Instance.DrawHelpers);
            Camera.SetViewFromViewport ();

            ScheduleUpdate(2);
        }
示例#30
0
        private void generateFirewallSprite()
        {
            var texture = new Texture2D ("/Application/Assets/images/fireWall.png", false);
            var textureInfo = new TextureInfo (texture);
            this.RegisterDisposeOnExit (textureInfo);

            firewallSprite = new SpriteUV (textureInfo);
            float spriteWidth = 500.0f;
            float screenHeight = 544.0f;
            float spriteHeight = screenHeight;
            firewallSprite.Quad = new TRS (new Bounds2 (new Vector2 (-352.0f, 0.0f),
                                                new Vector2 (fireFrontLine + spriteWidth - 352.0f, spriteHeight)));
            firewallSprite.BlendMode = BlendMode.Additive;
            AddChild (firewallSprite);
        }