本文整理汇总了C#中Game.GetTexture方法的典型用法代码示例。如果您正苦于以下问题:C# Game.GetTexture方法的具体用法?C# Game.GetTexture怎么用?C# Game.GetTexture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Game
的用法示例。
在下文中一共展示了Game.GetTexture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: DrawCompass
public void DrawCompass(Game game)
{
if (!CompassInActiveMaterials(game)) return;
if (compassid == -1)
{
compassid = game.GetTexture("compass.png");
needleid = game.GetTexture("compassneedle.png");
}
float size = 175;
float posX = game.Width() - 100;
float posY = 100;
float playerorientation = -((game.player.position.roty / (2 * Game.GetPi())) * 360);
compassvertex += (playerorientation - compassangle) / 50;
compassvertex *= (one * 9 / 10);
compassangle += compassvertex;
// compass
game.Draw2dTexture(compassid, posX - size / 2, posY - size / 2, size, size, null, 0, Game.ColorFromArgb(255, 255, 255, 255), false);
// compass needle
game.GLPushMatrix();
game.GLTranslate(posX, posY, 0);
game.GLRotate(compassangle, 0, 0, 90);
game.GLTranslate(-size / 2, -size / 2, 0);
game.Draw2dTexture(needleid, 0, 0, size, size, null, 0, Game.ColorFromArgb(255, 255, 255, 255), false);
game.GLPopMatrix();
}
示例2: DrawPlayerHealth
public void DrawPlayerHealth(Game game)
{
if (game.PlayerStats != null)
{
float progress = game.one * game.PlayerStats.CurrentHealth / game.PlayerStats.MaxHealth;
int InventoryStartX = game.Width() / 2 - 540 / 2;
int InventoryStartY = game.Height() - 110;
int posX = InventoryStartX + 10;
int posY = InventoryStartY + 10;
game.Draw2dTexture(game.GetTexture("hobars.png"), posX, posY - barSizeY, barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 0, 0, 0), false);
game.Draw2dTexture(game.GetTexture("hobars.png"), posX, posY - barSizeY, (progress) * barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 255, 0, 0), false);
}
//if (test) { d_The3d.Draw2dTexture(d_The3d.WhiteTexture(), 50, 50, 200, 200, null, Color.Red); }
}
示例3: OnNewFrameDraw3d
public override void OnNewFrameDraw3d(Game game, float deltaTime)
{
float one = 1;
for (int i = 0; i < game.entitiesCount; i++)
{
Entity entity = game.entities[i];
if (entity == null) { continue; }
if (entity.sprite == null) { continue; }
Sprite b = entity.sprite;
game.GLMatrixModeModelView();
game.GLPushMatrix();
game.GLTranslate(b.positionX, b.positionY, b.positionZ);
Billboard(game);
game.GLScale((one * 2 / 100), (one * 2 / 100), (one * 2 / 100));
game.GLTranslate(0 - b.size / 2, 0 - b.size / 2, 0);
//d_Draw2d.Draw2dTexture(night ? moontexture : suntexture, 0, 0, ImageSize, ImageSize, null, Color.White);
IntRef n = null;
if (b.animationcount > 0)
{
float progress = one - (entity.expires.timeLeft / entity.expires.totalTime);
n = IntRef.Create(game.platform.FloatToInt(progress * (b.animationcount * b.animationcount - 1)));
}
game.Draw2dTexture(game.GetTexture(b.image), 0, 0, b.size, b.size, n, b.animationcount, Game.ColorFromArgb(255, 255, 255, 255), true);
game.GLPopMatrix();
}
}
示例4: DrawPlayerOxygen
public void DrawPlayerOxygen(Game game)
{
if (game.PlayerStats != null)
{
if (game.PlayerStats.CurrentOxygen < game.PlayerStats.MaxOxygen)
{
float progress = game.one * game.PlayerStats.CurrentOxygen / game.PlayerStats.MaxOxygen;
int InventoryStartX = game.Width() / 2 - 540 / 2;
int InventoryStartY = game.Height() - 140;
int posX = InventoryStartX + 10;
int posY = InventoryStartY + 10;
game.Draw2dTexture(game.GetTexture("hobars.png"), posX, posY - barSizeY, barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 0, 0, 0), false);
game.Draw2dTexture(game.GetTexture("hobars.png"), posX, posY - barSizeY, (progress) * barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 0, 0, 255), false);
}
}
}
示例5: OnNewFrameDraw3d
public override void OnNewFrameDraw3d(Game game, float dt)
{
GamePlatform platform = game.platform;
game.GLMatrixModeModelView();
if (suntexture == -1)
{
suntexture = game.GetTexture("sun.png");
moontexture = game.GetTexture("moon.png");
}
UpdateSunMoonPosition(game, dt);
float posX;
float posY;
float posZ;
if (!game.isNight)
{
posX = game.sunPositionX;
posY = game.sunPositionY;
posZ = game.sunPositionZ;
}
else
{
posX = game.moonPositionX;
posY = game.moonPositionY;
posZ = game.moonPositionZ;
}
posX += game.player.position.x;
posY += game.player.position.y;
posZ += game.player.position.z;
game.GLPushMatrix();
game.GLTranslate(posX, posY, posZ);
ModDrawSprites.Billboard(game);
game.GLScale(one * 2 / 100, one * 2 / 100, one * 2 / 100);
//GL.Translate(-ImageSize / 2, -ImageSize / 2, 0);
game.Draw2dTexture(game.isNight ? moontexture : suntexture, 0, 0, ImageSize, ImageSize, null, 0, Game.ColorFromArgb(255, 255, 255, 255), false);
game.GLPopMatrix();
}
示例6: Handle
public override void Handle(Game game, Packet_Server packet)
{
//Check if Entity has DownloadSkin set and texture is not empty or default player texture
if (game.entities[packet.EntityDespawn.Id] != null)
{
if (game.entities[packet.EntityDespawn.Id].drawModel != null && game.entities[packet.EntityDespawn.Id].drawModel.DownloadSkin)
{
int currentTex = game.entities[packet.EntityDespawn.Id].drawModel.CurrentTexture;
if (currentTex > 0 && currentTex != game.GetTexture("mineplayer.png"))
{
//Entity probably is a player. Set CurrentTexture to -1 and then delete stored texture.
game.entities[packet.EntityDespawn.Id].drawModel.CurrentTexture = -1;
game.DeleteTexture(game.entities[packet.EntityDespawn.Id].drawName.Name);
}
}
}
game.entities[packet.EntityDespawn.Id] = null;
}
示例7: DrawTestModel
void DrawTestModel(Game game, float deltaTime)
{
if (!game.ENABLE_DRAW_TEST_CHARACTER)
{
return;
}
if (testmodel == null)
{
testmodel = new AnimatedModelRenderer();
byte[] data = game.GetFile("player.txt");
int dataLength = game.GetFileLength("player.txt");
string dataString = game.platform.StringFromUtf8ByteArray(data, dataLength);
AnimatedModel model = AnimatedModelSerializer.Deserialize(game.platform, dataString);
testmodel.Start(game, model);
}
game.GLPushMatrix();
game.GLTranslate(game.map.MapSizeX / 2, game.blockheight(game.map.MapSizeX / 2, game.map.MapSizeY / 2 - 2, 128), game.map.MapSizeY / 2 - 2);
game.platform.BindTexture2d(game.GetTexture("mineplayer.png"));
testmodel.Render(deltaTime, 0, true, true, 1);
game.GLPopMatrix();
}
示例8: Draw
public void Draw(Game game, float positionX, float positionY, float positionZ, VehicleDirection12 dir, VehicleDirection12 lastdir, float progress)
{
float one = 1;
if (minecarttexture == -1)
{
minecarttexture = game.GetTexture("minecart.png");
}
game.GLPushMatrix();
float pX = positionX;
float pY = positionY;
float pZ = positionZ;
pY += -(one * 7 / 10);
game.GLTranslate(pX, pY, pZ);
float currot = vehiclerotation(dir);
float lastrot = vehiclerotation(lastdir);
//double rot = lastrot + (currot - lastrot) * progress;
float rot = AngleInterpolation.InterpolateAngle360(game.platform, lastrot, currot, progress);
game.GLRotate(-rot - 90, 0, 1, 0);
RectangleFloat[] cc = CuboidRenderer.CuboidNet(8, 8, 8, 0, 0);
CuboidRenderer.CuboidNetNormalize(cc, 32, 16);
game.platform.BindTexture2d(minecarttexture);
CuboidRenderer.DrawCuboid(game, -(one * 5 / 10), -(one * 3 / 10), -(one * 5 / 10), 1, 1, 1, cc, 1);
game.GLPopMatrix();
}
示例9: DrawBackground
void DrawBackground(Game game)
{
backgroundW = 512;
backgroundH = 512;
//Background tiling
int countX = game.platform.FloatToInt(Width / backgroundW) + 1;
int countY = game.platform.FloatToInt(Height / backgroundH) + 1;
for (int x = 0; x < countX; x++)
{
for (int y = 0; y < countY; y++)
{
game.Draw2dTexture(game.GetTexture("background.png"), x * backgroundW, y * backgroundH, backgroundW, backgroundH, null, 0, Game.ColorFromArgb(255, 255, 255, 255), false);
}
}
}
示例10: LoadPlayerTextures
internal void LoadPlayerTextures(Game game)
{
if (!game.issingleplayer)
{
if (skinserverResponse.done)
{
skinserver = game.platform.StringFromUtf8ByteArray(skinserverResponse.value, skinserverResponse.valueLength);
}
else if (skinserverResponse.error)
{
skinserver = null;
}
else
{
return;
}
}
for (int i = 0; i < game.entitiesCount; i++)
{
Entity e = game.entities[i];
if (e == null) { continue; }
if (e.drawModel == null) { continue; }
if (e.drawModel.CurrentTexture != -1)
{
continue;
}
// a) download skin
if (!game.issingleplayer && e.drawModel.DownloadSkin && skinserver != null && e.drawModel.Texture_ == null)
{
if (e.drawModel.SkinDownloadResponse == null)
{
e.drawModel.SkinDownloadResponse = new HttpResponseCi();
string url = StringTools.StringAppend(game.platform, skinserver, StringTools.StringSubstringToEnd(game.platform, e.drawName.Name, 2));
url = StringTools.StringAppend(game.platform, url, ".png");
game.platform.WebClientDownloadDataAsync(url, e.drawModel.SkinDownloadResponse);
continue;
}
if (!e.drawModel.SkinDownloadResponse.error)
{
if (!e.drawModel.SkinDownloadResponse.done)
{
continue;
}
BitmapCi bmp_ = game.platform.BitmapCreateFromPng(e.drawModel.SkinDownloadResponse.value, e.drawModel.SkinDownloadResponse.valueLength);
if (bmp_ != null)
{
e.drawModel.CurrentTexture = game.GetTextureOrLoad(e.drawName.Name, bmp_);
game.platform.BitmapDelete(bmp_);
continue;
}
}
}
// b) file skin
if (e.drawModel.Texture_ == null)
{
e.drawModel.CurrentTexture = game.GetTexture("mineplayer.png");
continue;
}
byte[] file = game.GetFile(e.drawModel.Texture_);
if (file == null)
{
e.drawModel.CurrentTexture = 0;
continue;
}
BitmapCi bmp = game.platform.BitmapCreateFromPng(file, game.platform.ByteArrayLength(file));
if (bmp == null)
{
e.drawModel.CurrentTexture = 0;
continue;
}
e.drawModel.CurrentTexture = game.GetTextureOrLoad(e.drawModel.Texture_, bmp);
game.platform.BitmapDelete(bmp);
}
}