本文整理汇总了C#中SpriteEffects类的典型用法代码示例。如果您正苦于以下问题:C# SpriteEffects类的具体用法?C# SpriteEffects怎么用?C# SpriteEffects使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
SpriteEffects类属于命名空间,在下文中一共展示了SpriteEffects类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Human
public Human(Game game, SpriteBatch screenSpriteBatch,
PlayerSide playerSide)
: base(game, screenSpriteBatch)
{
string idleTextureName = "";
this.playerSide = playerSide;
if (playerSide == PlayerSide.Left)
{
catapultPosition = new Vector2(140, 332);
idleTextureName = "Textures/Catapults/Blue/blueIdle/blueIdle";
}
else
{
catapultPosition = new Vector2(600, 332);
spriteEffect = SpriteEffects.FlipHorizontally;
idleTextureName = "Textures/Catapults/Red/redIdle/redIdle";
}
Catapult = new Catapult(game, screenSpriteBatch,
idleTextureName, catapultPosition,
spriteEffect,
playerSide == PlayerSide.Left
? false : true, true);
}
开发者ID:VoronFX,项目名称:SummerPractice,代码行数:25,代码来源:Human.cs
示例2: Draw
public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects)
{
if (Animation == null)
{
throw new NotSupportedException("No animation is currently playing.");
}
time += (float)gameTime.ElapsedGameTime.TotalSeconds;
while (time > Animation.frameTime)
{
time -= Animation.frameTime;
if (Animation.isLooping)
{
frameIndex = (frameIndex + 1) % Animation.FrameCount;
}
else
{
frameIndex = Math.Min(frameIndex + 1, Animation.FrameCount - 1);
}
}
Rectangle source = new Rectangle(FrameIndex * Animation.FrameWidth, 0, Animation.FrameWidth, Animation.FrameHeight);
spriteBatch.Draw(animation.texture, position, source, Color.White, 0.0f, Vector2.Zero, 0.5f, SpriteEffects.None, 0.0f);
}
开发者ID:WINPROG20152016,项目名称:Penaranda_TapTitanXNA,代码行数:27,代码来源:AnimationPlayer.cs
示例3: SpriteRenderer
public SpriteRenderer(Entity parent)
: base(parent)
{
this.Color = Color.White;
this.Scale = 1;
this.SpriteEffects = SpriteEffects.None;
}
开发者ID:sippeangelo,项目名称:DepthsBelow,代码行数:7,代码来源:SpriteRenderer.cs
示例4: Graphic
public Graphic(Texture2D texture)
{
this.texture = texture;
this.mode = Mode.Sprite;
this.rotation = 0.0f;
this.effect = SpriteEffects.None;
}
开发者ID:niallsull,项目名称:ChopCommSevenWindowsPhoneGame,代码行数:7,代码来源:Graphic.cs
示例5: Robot
public Robot(ADHDGame g, Stage st)
{
//init anims
right = new Animation(new Rectangle(0, 206, Size.X, Size.Y), 9, rate, true);
up = new Animation(new Rectangle(0, 103, Size.X, Size.Y), 9, rate, true);
down = new Animation(new Rectangle(0, 0, Size.X, Size.Y), 9, rate, true);
banjo = new Animation(new Rectangle(0, 618, Size.X, Size.Y), 9, 1.0f / 10.0f, false);
banjoPlay = new Animation(new Rectangle(0, 721, Size.X, Size.Y), 9, 1.0f / 10.0f, true);
die = new Animation(new Rectangle(0, 824, Size.X, Size.Y), 9, 1.0f / 10.0f, false);
pushDown = new Animation(new Rectangle(0, 309, Size.X, Size.Y), 9, 1.0f / 20.0f, false);
pushUp = new Animation(new Rectangle(0, 412, Size.X, Size.Y), 9, 1.0f / 20.0f, false);
pushRight = new Animation(new Rectangle(0, 515, Size.X, Size.Y), 9, 1.0f / 20.0f, false);
tex = g.Content.Load<Texture2D>("robot");
batch = st.batch;
stage = st;
position = Stage.TileToPos(new Point(11, 17));
currAnim = down;
currAnim.Stop();
Dir = Direction.Down;
velocity = Vector2.Zero;
flip = SpriteEffects.None;
game = g;
SnapToTile();
}
开发者ID:Raidenthequick,项目名称:T01H,代码行数:25,代码来源:Robot.cs
示例6: SetSpriteEffects
public override void SetSpriteEffects(int i, int j, ref SpriteEffects effects)
{
if (i % 2 == 1)
{
effects = SpriteEffects.FlipHorizontally;
}
}
开发者ID:bluemagic123,项目名称:tModLoader,代码行数:7,代码来源:ExampleSapling.cs
示例7: Gun
public Gun(Texture2D[] inputTexture, SoundEffect inputZap)
{
// Gun's textures.
textureHolding = inputTexture;
gunTexture = inputTexture[0];
borderTexture = inputTexture[2];
// Munitions-in-flight.
BULLETS = new List<Bullet>();
// Offset for animation rotation.
rotationOffset = new Vector2(17.5F, 9);
// Width and height of the gun's sprite.
frameWidth = 35;
frameHeight = 18;
// Color, rotation, and effects.
color = Color.White;
rotation = 0;
effects = SpriteEffects.None;
// Where do you want the gun placed relative to the vector it is attached too?
placementXOffset = 15;
placementYOffset = 35;
// Zap sound effect.
zap = inputZap;
animationFrame = new Rectangle(0, 0, frameWidth, frameHeight);
mineSpawn = new Stopwatch();
}
开发者ID:bhalash,项目名称:Flyatron,代码行数:26,代码来源:Gun.cs
示例8: CreateColored
/// <summary>
/// Creates a <see cref="ColoredString"/> object from an existing string with the specified foreground and background, setting the ignore properties if needed.
/// </summary>
/// <param name="value">The current string.</param>
/// <param name="foreground">The foreground color. If null, <see cref="ColoredString.IgnoreForeground"/> will be set.</param>
/// <param name="background">The background color. If null, <see cref="ColoredString.IgnoreBackground"/> will be set.</param>
/// <param name="spriteEffect">The background color. If null, <see cref="ColoredString.IgnoreEffect"/> will be set.</param>
/// <returns>A <see cref="ColoredString"/> object instace.</returns>
public static ColoredString CreateColored(this string value, Color? foreground = null, Color? background = null, SpriteEffects? spriteEffect = null)
{
var stacks = new ParseCommandStacks();
if (foreground.HasValue)
stacks.AddSafe(new ParseCommandRecolor() { R = foreground.Value.R, G = foreground.Value.G, B = foreground.Value.B, A = foreground.Value.A, CommandType = CommandTypes.Foreground });
if (background.HasValue)
stacks.AddSafe(new ParseCommandRecolor() { R = background.Value.R, G = background.Value.G, B = background.Value.B, A = background.Value.A, CommandType = CommandTypes.Background });
if (spriteEffect.HasValue)
stacks.AddSafe(new ParseCommandSpriteEffect() { Effect = spriteEffect.Value, CommandType = CommandTypes.SpriteEffect });
ColoredString newString = ColoredString.Parse(value, initialBehaviors: stacks);
if (!foreground.HasValue)
newString.IgnoreForeground = true;
if (!background.HasValue)
newString.IgnoreBackground = true;
if (!spriteEffect.HasValue)
newString.IgnoreSpriteEffect = true;
return newString;
}
开发者ID:Thraka,项目名称:SadConsole,代码行数:34,代码来源:StringExtensions.cs
示例9: DrawAnimation
// draw with sprite effect
public static void DrawAnimation(this SpriteBatch spriteBatch, Animation animation, Vector2 position, float angle, SpriteEffects effect)
{
Point tile = animation.GetTile(animation.CurrentFrame);
Rectangle source = new Rectangle(tile.X * animation.TileWidth, tile.Y * animation.TileHeight, animation.TileWidth, animation.TileHeight);
Rectangle dest = new Rectangle(Round(position.X), Round(position.Y), animation.TileWidth, animation.TileHeight);
spriteBatch.Draw(animation.Texture, dest, source, Color.White, angle, new Vector2(animation.TileWidth / 2, animation.TileHeight / 2), effect, 0);
}
开发者ID:shiroto,项目名称:Devil-s-Armageddon-Pacamari-of-Death-Heavy-Metal-Edition,代码行数:8,代码来源:Renderer.cs
示例10: musicToggleButton
public musicToggleButton(String artName, Rectangle destinationRectangle, Rectangle sourceRectangle, Color color, float rotation,
Vector2 origin, SpriteEffects effects, float layerDepth, Game game)
: base(artName, destinationRectangle, sourceRectangle, color, rotation, origin, effects, layerDepth)
{
//Henter audiomanager fra game
_audioManager = (IManageAudio)(game.Services.GetService(typeof(IManageAudio)));
}
开发者ID:struckAnerve,项目名称:vikingvalg,代码行数:7,代码来源:musicToggleButton.cs
示例11: Animation
public Animation(Vector2 characterVelocity, TimeSpan timePerFrame, SpriteEffects effect, string[] sprites)
{
this.Sprites = sprites;
this.TimePerFrame = timePerFrame;
this.Effect = effect;
this.CharacterVelocity = characterVelocity;
}
开发者ID:RandolphBurt,项目名称:TexturePacker-MonoGame-Demo,代码行数:7,代码来源:Animation.cs
示例12: BadGuy
//30sec ttl
/// <summary>
/// Super constructor for enemies. You must call it in subclasses
/// </summary>
/// <param name="_location">Screen location</param>
/// <param name="_pattern">Move pattern to use</param>
/// <param name="_scrollValue">Scroll value trigger</param>
/// <param name="flags">Flags to set on death</param>
/// <param name="flip">Type of flip</param>
/// <param name="scale">Sprite scaling (use Vector2.One if not necessary)</param>
/// <param name="speed">Speed of the enemy</param>
/// <param name="spriteSrc">Spritesheet rectangle selection</param>
/// <param name="_bonusDroppedOnDeath">Bonus the enemy will drop on death</param>
/// <param name="weapon">Enemy weapon</param>
protected BadGuy(Vector2 _location, Vector2 _scrollValue, Bonus _bonusDroppedOnDeath, MovePattern _pattern, String[] flags, SpriteEffects flip, Rectangle spriteSrc, Vector2 speed, Vector2 scale, Weapon weapon)
: base(_location, spriteSrc, speed, scale, 0.0f, 30000f)
{
this.dropOnDeath = _bonusDroppedOnDeath;
this.movePattern = _pattern;
this.scrollValue = _scrollValue;
this.Flags = flags;
if (_pattern != null)
{
bounce = false;
}
else
{
bounce = true;
}
this.onScreen = false;
this.rotation = 0.0f;
this.Flip = flip;
this.Weapon = weapon;
if (this.Weapon != null)
{
this.Weapon.Flip = flip;
}
this.Hitbox = new SquareHitbox(this);
this.Removable = true;
this.InfiniteMovePattern = false;
this.Difficulty = 0;
this.ttl = 120000;
this.FiringLocation = Vectors.ConvertPointToVector2(DstRect.Center);
}
开发者ID:Azzhag,项目名称:The-Great-Paper-Adventure,代码行数:49,代码来源:BadGuy.cs
示例13: DrawByCenter
public void DrawByCenter(SpriteBatch sb, Vector2 location, SpriteEffects effects, float layerDepth)
{
Rectangle source = atlas.getSourceRectangle(currentFrame);
Rectangle destination = new Rectangle((int)(location.X - (source.Width / 2)), (int)(location.Y - (source.Height / 2)), source.Width, source.Height);
sb.Draw(atlas.getTexture(), destination, source, Color.White, 0, Vector2.Zero, effects, layerDepth);
}
开发者ID:RainbowCupcake,项目名称:LunaPumpkinToss,代码行数:7,代码来源:AnimatedSpriteAtlas.cs
示例14: DrawArm
public void DrawArm(SpriteBatch spriteBatch, Vector2 Position, Vector2 Origin, SpriteEffects effect = SpriteEffects.None)
{
if (armAni.ContainsKey(State))
{
armAni[State].Draw(spriteBatch, Position, Origin, effect);
}
}
开发者ID:BryceGough,项目名称:MapleSharp,代码行数:7,代码来源:MapleEquip.cs
示例15: AnimatedSprite
public AnimatedSprite(iAnimatedSprite iAnimatedSprite)
{
this.iAnimatedSprite = iAnimatedSprite;
this.sourceRectangle = new Rectangle(0, 0, 32, 32);
this.effect = SpriteEffects.None;
this.pivot = new Vector2(16f, 16);
}
开发者ID:RWinning,项目名称:Toets1-GameScenes,代码行数:7,代码来源:AnimatedSprite.cs
示例16: UITextObject
public UITextObject(string id, ObjectType objectType, Transform2D transform,
Color color, SpriteEffects spriteEffects, float layerDepth, string text, SpriteFont spriteFont, bool isVisible)
: base(id, objectType, transform, color, spriteEffects, layerDepth, isVisible)
{
this.spriteFont = spriteFont;
this.text = text;
}
开发者ID:SongmanW,项目名称:Group-Project-2016-Team-Magia,代码行数:7,代码来源:UITextObject.cs
示例17: Advance
public void Advance(Position position__1, SpriteEffects flip)
{
if (flip == SpriteEffects.FlipHorizontally)
{
this.flip = SpriteEffects.None;
}
else
{
this.flip = SpriteEffects.FlipHorizontally;
}
if (position__1.X + SPRITE_SIZE_X - 30 <= Position.X)
{
//flip = SpriteEffects.None;
spriteState.Add(Enumeration.State.advance, Enumeration.PriorityState.Normal);
}
else if (position__1.X - SPRITE_SIZE_X + 30 >= Position.X)
{
spriteState.Add(Enumeration.State.advance, Enumeration.PriorityState.Normal);
}
else
{
//flip = SpriteEffects.FlipHorizontally;
Strike();
//spriteState.Add(Enumeration.State.ready, Enumeration.PriorityState.Normal);
return;
}
sprite.PlayAnimation(spriteSequence, spriteState.Value());
}
开发者ID:salvadorc17,项目名称:Prince-Monogame,代码行数:30,代码来源:Guard2.cs
示例18: UIMouseObject
public UIMouseObject(string id, ObjectType objectType, Transform2D transform,
Color color, SpriteEffects spriteEffects, float layerDepth, Texture2D texture, bool isVisible)
: this(id, objectType, transform, color, spriteEffects, layerDepth, texture,
new Rectangle(0, 0, texture.Width, texture.Height),
new Vector2(texture.Width / 2.0f, texture.Height / 2.0f), isVisible)
{
}
开发者ID:SongmanW,项目名称:Group-Project-2016-Team-Magia,代码行数:7,代码来源:UIMouseObject.cs
示例19: Draw
// <param name="position">This should be where you want the pivot point of the sprite image to be rendered.</param>
public void Draw(SpriteFrame sprite, Vector2 position, Color? color = null, float rotation = 0, float scale = 1, SpriteEffects spriteEffects = SpriteEffects.None)
{
Vector2 origin = sprite.Origin;
if (sprite.IsRotated)
{
rotation -= ClockwiseNinetyDegreeRotation;
switch (spriteEffects)
{
case SpriteEffects.FlipHorizontally: spriteEffects = SpriteEffects.FlipVertically; break;
case SpriteEffects.FlipVertically: spriteEffects = SpriteEffects.FlipHorizontally; break;
}
}
switch (spriteEffects)
{
case SpriteEffects.FlipHorizontally: origin.X = sprite.SourceRectangle.Width - origin.X; break;
case SpriteEffects.FlipVertically: origin.Y = sprite.SourceRectangle.Height - origin.Y; break;
}
this.spriteBatch.Draw(
texture: sprite.Texture,
position: position,
sourceRectangle: sprite.SourceRectangle,
color: color,
rotation: rotation,
origin: origin,
scale: new Vector2(scale, scale),
effects: spriteEffects);
}
开发者ID:USKamicadze,项目名称:Match3,代码行数:29,代码来源:SpriteRender.cs
示例20: Draw
public void Draw(Texture2D texture, Vector2 position, DoubleRectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth)
{
DrawCommand cmd = GetRenderer().GetAvailableCommand();
cmd.CommandType = DrawCommand.DrawCommandType.Texture;
cmd.Texture = texture;
cmd.Position = position;
cmd.Color = color;
// Vic says - make sure this stays in, or else previously-drawn Sprites can make later-drawn Sprites have the wrong effect
cmd.ShaderEffect = null;
cmd.Rotation = rotation;
cmd.Origin = origin;
if (sourceRectangle != null)
{
cmd.SourceRectangle = sourceRectangle.Value;
}
else
{
cmd.SourceRectangle = DoubleRectangle.Empty;
}
cmd.Scale = scale;
cmd.Effects = effects;
cmd.LayerDepth = layerDepth;
cmd.CalculateDestinationRectangle(texture);
}
开发者ID:liwq-net,项目名称:SilverSprite,代码行数:26,代码来源:GraphicsBatch.cs
注:本文中的SpriteEffects类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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