private TextElement(SpriteFont font) { if (this.text == null) { this.text = new TextValue(); } Texture2D texture = null; if (font != null) { this.font = font; this.spriteFont = font; texture = this.font.textureValue; } sprite = new SpriteElement(texture); sprite.VerticalAlignment = VerticalAlignment.Top; this.VerticalAlignment = VerticalAlignment.Top; children = new TextChildren(sprite); SetParentToThis(sprite); sprite.AlphaBlendState = AlphaBlendState.Alpha; }
private TextElementRect(Vector2 sizeInPixels, SpriteFont font) : base(sizeInPixels) { if (font != null) { this.font = font; } this.spriteFont = font; sprite = new SpriteElement(font == null ? null : this.font.textureValue); sprite.VerticalAlignment = VerticalAlignment.Top; this.VerticalAlignment = VerticalAlignment.Top; Add(sprite); this.children = new TextChildren(this.Children); sprite.AlphaBlendState = AlphaBlendState.Alpha; }
//this will be called once this game state is up and running. public void Initalise(IGameStateManager stateManager) { this.stateManager = stateManager; //create the sprites, which will bounce around the screen //sprite drawer this.spriteElement = new SpriteElement(); //the sprite positions / velocities for (int i = 0; i < SpriteCount; i++) { this.spritePosition[i] = new Vector2((float)rand.NextDouble() * stateManager.Application.WindowWidth * 0.25f, (float)rand.NextDouble() * stateManager.Application.WindowHeight * 0.25f); this.spriteVelocity[i] = new Vector2((float)rand.NextDouble() * 2000 - 1000, (float)rand.NextDouble() * 2000 - 1000); //add a sprite for each to the sprite drawer this.spriteElement.AddSprite(spritePosition[i], new Vector2(1.5f, 1.5f)); } }
public TextChildren(SpriteElement rootSprite) { this.children = new List <Element>(1); this.children.Add(rootSprite); }