本文整理汇总了C#中Color.GetUpperBound方法的典型用法代码示例。如果您正苦于以下问题:C# Color.GetUpperBound方法的具体用法?C# Color.GetUpperBound怎么用?C# Color.GetUpperBound使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Color
的用法示例。
在下文中一共展示了Color.GetUpperBound方法的10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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: DrawHorizontalLine
/// <summary>
/// Draws a horizontal line to an array of pixel starting at the provided point and continuing horizontally for the number of pixels provided in the length argument.
/// </summary>
/// <param name="texture">The texture that will be updated with the pixel array.</param>
/// <param name="pixels">The pixel array that will be updated.</param>
/// <param name="c">The color to be used for the drawn line.</param>
/// <param name="p1">The point to start the line.</param>
/// <param name="length">The length of the line in pixels.</param>
public static void DrawHorizontalLine(Texture2D texture, Color[] pixels, Color c, Point p1, int length)
{
int count = 0;
for (int i = p1.X * texture.Width + (p1.Y); i <= pixels.GetUpperBound(0); i++)
{
if (count > length)
{
break;
}
pixels[i] = c;
count++;
}
}
示例2: DownShift
static Color[,] DownShift(Color[,] orig)
{
//Shift all the colors to the right, with wrapping (rightmost becomes leftmost)
//Returns a new array...no affect on old array.
Color[,] repl = new Color[orig.GetLength(0), orig.GetLength(1)];
//(1) Copy rightmost column of org to leftmost of repl
for (int col = 0; col < orig.GetLength(1); col++)
repl[0, col] = orig[repl.GetUpperBound(0), col];
//(2) Copy remaining columns, one to left
for (int row = 0; row < orig.GetLength(0) - 1; row++)
for (int col = 0; col < orig.GetLength(1); col++)
repl[row + 1, col] = orig[row, col];
return repl; //Return new one.
}
示例3: CompareWithToleranceAt
/// <summary>
/// screenの(offsetX, offsetY)の位置に、画像maskがあるかどうかを調べる。ただし、ピクセルのRGB値の差がtolerance以下であれば、そのピクセルは同じとみなす
/// </summary>
/// <param name="screen"></param>
/// <param name="offsetX"></param>
/// <param name="offsetY"></param>
/// <param name="mask"></param>
/// <param name="tolerance"></param>
/// <param name="maskTransparentColor"></param>
/// <returns></returns>
private static bool CompareWithToleranceAt( Color[,] screen, int offsetX, int offsetY, Color[,] mask, int tolerance, Color maskTransparentColor )
{
int maskWidth = mask.GetUpperBound( 0 ) + 1;
int maskHeight = mask.GetUpperBound( 1 ) + 1;
for( int y = 0; y < maskHeight; y++ ) {
for( int x = 0; x < maskWidth; x++ ) {
var maskColor = mask[x, y];
if( maskColor == maskTransparentColor ) {
continue;
}
var screenColor = screen[x + offsetX, y + offsetY];
if( Math.Abs( maskColor.R - screenColor.R ) > tolerance ||
Math.Abs( maskColor.G - screenColor.G ) > tolerance ||
Math.Abs( maskColor.B - screenColor.B ) > tolerance ) {
return false;
}
}
}
return true;
}
示例4: CompareAt
private static bool CompareAt( Color[,] screen, int offsetX, int offsetY, Color[,] mask, Color maskTransparentColor )
{
int maskWidth = mask.GetUpperBound( 0 ) + 1;
int maskHeight = mask.GetUpperBound( 1 ) + 1;
for( int y = 0; y < maskHeight; y++ ) {
for( int x = 0; x < maskWidth; x++ ) {
var maskColor = mask[x, y];
if( maskColor == maskTransparentColor ) {
continue;
}
var screenColor = screen[x + offsetX, y + offsetY];
if( maskColor != screenColor ) {
return false;
}
}
}
return true;
}
示例5: CreateEllipseTexture
//.........这里部分代码省略.........
// find out where the line intersecting the center of the ellipse and the current point
// intersects the ellipse
Vector2 intersectionPoint = center + new Vector2(xRadius * (float)Math.Cos(angle),
yRadius * (float)Math.Sin(angle));
// calculate squared distance from intersection point to center
float distanceFromIntersectionPointToCenter = (intersectionPoint - center).LengthSquared();
// calculate squared distance from current point to center of ellipse
float distanceFromCurPointToCenter = lineFromCurPointToCenter.LengthSquared();
// when boundary intersection is further from the center than the current point,
// the current point should be inside of the ellipse.
// positive values for mean outside of the ellipse, negative values mean inside
if (distanceFromIntersectionPointToCenter >= distanceFromCurPointToCenter)
distanceFromCurToBoundary = -distanceFromCurToBoundary;
// use calculated distanceFromCurToBoundary to
// choose the color for thecurrent pixel
if (distanceFromCurToBoundary > 0)
{
// outside of ellipse
ulColors[x, y] = Color.TransparentBlack;
}
else if (distanceFromCurToBoundary > -borderOuterTransitionWidth)
{
// outside of border, where the border color fades to transparent
float transitionAmount = (-distanceFromCurToBoundary) / borderOuterTransitionWidth;
transitionAmount = 255 * transitionAmount;
ulColors[x, y] = new Color(borderColor.R, borderColor.G, borderColor.B, (byte)transitionAmount);
}
else if (distanceFromCurToBoundary > -(borderWidth + borderOuterTransitionWidth))
{
// on border
ulColors[x, y] = borderColor;
}
else if (distanceFromCurToBoundary >= -(borderWidth + borderOuterTransitionWidth + borderInnerTransitionWidth))
{
// inside of border, where the border color fades to the fill color
float transitionAmount = (-distanceFromCurToBoundary - (borderWidth + borderOuterTransitionWidth)) / (borderInnerTransitionWidth + 1);
transitionAmount = 1 - transitionAmount;
ulColors[x, y] = new Color((byte)MathHelper.Lerp(color.R, borderColor.R, transitionAmount),
(byte)MathHelper.Lerp(color.G, borderColor.G, transitionAmount),
(byte)MathHelper.Lerp(color.B, borderColor.B, transitionAmount));
}
else
{
// inside of ellipse
ulColors[x, y] = color;
// because we are just drawing a quarter of the ellipse,
// once we are inside of it we can fill in the rest
// of the current line with the fill color
if (x < ulColors.GetUpperBound(0))
for (int ix = x + 1; ix < ulColors.GetLength(0); ix++)
ulColors[ix, y] = color;
// we're done with this line
break;
}
}
}
// copy the upper left quarter of the ellipse into the final texture
// and mirror it accordingly
int ulWidth = ulColors.GetLength(0);
int ulHeight = ulColors.GetLength(1);
Color[] finalcolors = new Color[diameterX * diameterY];
for (int y = 0; y < diameterY; y++)
{
for (int x = 0; x < diameterX; x++)
{
int curIndex = y * diameterX + x;
if (y < ulHeight)
{
if (x < ulWidth)
// upper left sector of final texture
finalcolors[curIndex] = ulColors[x, y];
else
// upper right sector of final texture - mirror around y-axis
finalcolors[curIndex] = ulColors[ulColors.GetUpperBound(0) - x % ulWidth, y];
}
else
{
if (x < ulWidth)
// lower left sector - mirror around x-axis
finalcolors[curIndex] = ulColors[x, ulColors.GetUpperBound(1) - y % ulHeight];
else
// lower right sector - mirror around both axes
finalcolors[curIndex] = ulColors[ulColors.GetUpperBound(0) - x % ulWidth,
ulColors.GetUpperBound(1) - y % ulHeight];
}
}
}
ellipse.SetData(finalcolors);
return ellipse;
}
示例6: InitializeTextureColors
private void InitializeTextureColors()
{
if (textureColorsInitialized) return;
textureColorsInitialized = true;
textureColors = new Color[Terraria.Main.tileTexture.Length];
int texelCount = 0;
for (int i = 0; i < Terraria.Main.tileTexture.Length; i++)
{
if (Terraria.Main.tileTexture[i] == null)
{
textureColors[i] = Color.Transparent;
}
else
{
Color[] retrievedColor = new Color[Terraria.Main.tileTexture[i].Width * Terraria.Main.tileTexture[i].Height];
Terraria.Main.tileTexture[i].GetData<Color>(0,
new Rectangle(0, 0, Terraria.Main.tileTexture[i].Width, Terraria.Main.tileTexture[i].Height),
retrievedColor, 0, Terraria.Main.tileTexture[i].Width * Terraria.Main.tileTexture[i].Height);
//Terraria.Main.tileTexture[i].GetData<Color>(0, new Rectangle(4, 4, 1, 1), retrievedColor, 0, 1);
Vector4 v = Vector4.Zero;
texelCount = 0;
for (int j = 0; j <= retrievedColor.GetUpperBound(0); j++)
{
// TODO: Finish making this a "significant color" extractor
var vecToAdd = retrievedColor[j].ToVector4();
v += vecToAdd;
texelCount++;
}
if (texelCount == 0)
{
textureColors[i] = Color.Black;
}
else
{
v = v / texelCount;
textureColors[i] = new Color(v); // retrievedColor[0];
}
}
}
}
示例7: Update
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
elapsedTime += gameTime.ElapsedGameTime;
realtimeElapsedTime += gameTime.ElapsedGameTime;
if (Terraria.Main.gameMenu) return; // If we're in the menu, we shouldn't update
if (!textureColorsInitialized) return; // Nothing to draw yet to texture
// Working on a real-time smaller map section
if (settings.LocalMinimap && realtimeUpdateTime < realtimeElapsedTime)
{
realtimeUpdateTime = TimeSpan.FromMilliseconds(500);
realtimeElapsedTime = TimeSpan.Zero;
var p = Terraria.Main.player[Terraria.Main.myPlayer];
int mapHeight = (int)(height * ((float)Terraria.Main.maxTilesY / Terraria.Main.maxTilesX));
int px = (int)(p.position.X / 16.0);
int py = (int)(p.position.Y / 16.0);
int left = Math.Max(px - surroundingAreaWidth / 2, 0);
int top = Math.Max(py - surroundingAreaHeight / 2, 0);
for (int i = 0; i < surroundingAreaTexture.GetUpperBound(0); i++)
surroundingAreaTexture[i] = Color.Transparent;
for (int y = top, yofs = 0; yofs < surroundingAreaHeight && y < Terraria.Main.maxTilesY; y++, yofs++)
{
for (int x = left, xofs = 0; xofs < surroundingAreaWidth && x < Terraria.Main.maxTilesX; x++, xofs++)
{
float lightLevel = 0.5f; // 0.25f + (Terraria.Lighting.Brightness(w, h) * 0.75f);
if (x < 0 || y < 0)
{
surroundingAreaTexture[xofs + (yofs * surroundingAreaWidth)] = Color.Transparent;
}
else
{
Terraria.Tile t = Terraria.Main.tile[x, y];
surroundingAreaTexture[xofs + (yofs * surroundingAreaWidth)] = (t != null) ?
(t.lava ? Color.Red : t.liquid > 0 ? Color.Blue : t.active ?
Color.FromNonPremultiplied(
new Vector4(textureColors[t.type].R * lightLevel / 256,
textureColors[t.type].G * lightLevel / 256,
textureColors[t.type].B * lightLevel / 256, 1.0f))
: Color.Transparent) :
Color.Transparent;
}
}
}
surroundingAreaTexture[surroundingAreaWidth * (py - top) + (px - left)] = Color.Magenta;
try
{
SurroundingAreaMapNextTexture.SetData<Color>(surroundingAreaTexture, 0, surroundingAreaWidth * surroundingAreaHeight);
Texture2D temp2 = SurroundingAreaMap;
SurroundingAreaMap = SurroundingAreaMapNextTexture;
SurroundingAreaMapNextTexture = temp2;
}
catch (InvalidOperationException)
{ } // Ignore...means FPS is too low
}
if (settings.GlobalMinimap && updateTime < elapsedTime)
{
updateTime = TimeSpan.FromMinutes(1); //Terraria.Main.netMode == 0 ? 5 : 1); // Update every five minutes in single player, one in multiplayer
elapsedTime = TimeSpan.Zero;
int worldwidth = Terraria.Main.maxTilesX;
int worldheight = Terraria.Main.maxTilesY;
int widthstep = (int)((float)worldwidth / width);
int heightstep = (int)((float)worldheight / height);
Color[] newTexture = new Color[width * height];
for (int i = 0; i < newTexture.GetUpperBound(0); i++)
newTexture[i] = Color.Transparent;
for (int h = 0, hofs = 0; h < worldheight && hofs < height; h += heightstep, hofs++)
{
for (int w = 0, wofs = 0; w < worldwidth && wofs < width; w += widthstep, wofs++)
{
// Terraria.Lighting.Brightness is calculated only for the current screen. D'oh.
float lightLevel = 0.5f; // 0.25f + (Terraria.Lighting.Brightness(w, h) * 0.75f);
Terraria.Tile t = Terraria.Main.tile[w, h];
newTexture[wofs + (hofs * width)] = (t != null) ?
(t.lava ? Color.Red : t.liquid > 0 ? Color.Blue : t.active ?
Color.FromNonPremultiplied(
new Vector4(textureColors[t.type].R * lightLevel / 256,
textureColors[t.type].G * lightLevel / 256,
textureColors[t.type].B * lightLevel / 256, 1.0f))
: Color.Transparent) :
Color.Transparent;
}
}
try
{
OverworldMapNextTexture.SetData<Color>(newTexture, 0, width * height);
Texture2D temp = OverworldMap;
OverworldMap = OverworldMapNextTexture;
OverworldMapNextTexture = temp;
}
catch (InvalidOperationException) { } // Ignore...means FPS is too low
// Was only using this to test the overlay creation piece. You will quickly get an exception if you enable this.
//using (var fs = new System.IO.FileStream("overlay.jpg", System.IO.FileMode.Create, System.IO.FileAccess.Write))
//{
//.........这里部分代码省略.........
示例8: getFrames
private void getFrames(Color background)
{
Rectangle bounds = Sprite.SpriteSheets[sheet].Bounds;
List<Frame> gatheredFrames = new List<Frame>();
Color[] Colors1D = new Color[bounds.Width * bounds.Height];
Sprite.SpriteSheets[sheet].GetData<Color>(Colors1D);
Color[,] rawSheet = new Color[bounds.Width, bounds.Height];
for (int i = 0; i < Colors1D.Length; i++)
rawSheet[i % bounds.Width, i / bounds.Width] = Colors1D[i];
for (int y = 0; y < rawSheet.GetUpperBound(1); y++)
{
for (int x = 0; x < rawSheet.GetUpperBound(0); x++)
{
if (!rawSheet[x, y].Equals(background))
{
if (x == 0)
{
if (y == 0)
gatheredFrames.Add(new Frame(getSourceRectangle(background, rawSheet, new Point(x, y))));
else if (rawSheet[x, y - 1].Equals(background))
gatheredFrames.Add(new Frame(getSourceRectangle(background, rawSheet, new Point(x, y))));
}
else if (y == 0)
{
if (rawSheet[x - 1, y].Equals(background))
gatheredFrames.Add(new Frame(getSourceRectangle(background, rawSheet, new Point(x, y))));
}
else if (rawSheet[x, y - 1].Equals(background) && rawSheet[x - 1, y].Equals(background))
{
gatheredFrames.Add(new Frame(getSourceRectangle(background, rawSheet, new Point(x, y))));
}
}
}
}
if (Size.Width == 0 && gatheredFrames.Count > 0)
Size.Width = gatheredFrames[0].sourceRectangle.Width;
if (Size.Height == 0 && gatheredFrames.Count > 0)
Size.Height = gatheredFrames[0].sourceRectangle.Height;
Frames = new Frame[gatheredFrames.Count];
for (int i = 0; i < Frames.Length; i++)
Frames[i] = gatheredFrames[i];
}
示例9: Fill
/// <summary>
/// Fills an array of pixel with the provided color.
/// </summary>
/// <param name="pixels"></param>
/// <param name="c"></param>
public static void Fill(Color[] pixels,Color c)
{
for (int i = 0; i < pixels.GetUpperBound(0); i++)
{
pixels[i] = c;
}
}
示例10: PickColour
/// <summary>
/// Picks a random colour from the array of colours
/// </summary>
/// <returns>The colour selected</returns>
/// <param name="Selection">Selection.</param>
public Color PickColour(Color[] Selection)
{
return Selection[Random.Range(0,Selection.GetUpperBound(0)+1)];
}