本文整理汇总了C#中Layer.AddChild方法的典型用法代码示例。如果您正苦于以下问题:C# Layer.AddChild方法的具体用法?C# Layer.AddChild怎么用?C# Layer.AddChild使用的例子?那么恭喜您, 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Layer
的用法示例。
在下文中一共展示了Layer.AddChild方法的5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: EndScene
public EndScene()
{
_waitTimer = new Timer();
ScheduleUpdate();
_sceneCamera = (Camera2D)Camera;
Vector2 ideal_screen_size = new Vector2(960.0f, 544.0f);
_sceneCamera.SetViewFromHeightAndCenter(ideal_screen_size.Y, ideal_screen_size / 2.0f);
_groundLayer = new Layer(_sceneCamera);
Animations = new Dictionary<string, Animation>();
var texInfo = new TextureInfo(AssetManager.GetTexture("catanimation"), new Vector2i(5,1),TRS.Quad0_1);
_currentAnimation = new Animation(0, 5, 0.1f, false);
_currentAnimation.Play();
_cat = new SpriteTile(texInfo);
_cat.TileIndex1D = _currentAnimation.CurrentFrame;
_cat.Quad.S = new Vector2(258, 214);
_cat.CenterSprite();
_cat.Position = new Vector2(_sceneCamera.CalcBounds().Point00.X, _sceneCamera.CalcBounds().Point00.Y + _cat.TextureInfo.TextureSizef.Y/2 +64 );
var background = new SpriteTile(new TextureInfo(AssetManager.GetTexture("background_paper")));
background.Quad.S = background.TextureInfo.TextureSizef;
background.CenterSprite();
background.Position = _sceneCamera.CalcBounds().Center;
for(var i = 0; i < 5; i++)
{
var _sprite = new GroundTile(new TextureInfo(AssetManager.GetTexture("ground_tile")));
_groundLayer.AddChild(_sprite);
_sprite.Quad.S = _sprite.TextureInfo.TextureSizef;
_sprite.Position = new Vector2(_sceneCamera.CalcBounds().Point00.X + i * _sprite.TextureInfo.TextureSizef.X, _sceneCamera.CalcBounds().Point00.Y - _sprite.TextureInfo.TextureSizef.Y / 2);
}
_musicPlayer = AssetManager.GetBGM("endscreen").CreatePlayer();
_musicPlayer.Play();
AddChild(background);
AddChild (_cat);
AddChild (_groundLayer);
}
示例2: LevelSelectScreen
//.........这里部分代码省略.........
// CubeText = "99",
// ScoreText = "88"
// }
// };
// for( int i=0; i < Solutions.Count; i++) {
// Solutions[i].Visible = false;
// var column = i % 4;
// var row = ( i - column ) / 4;
// Solutions[i].Position = new Vector2(Director.Instance.GL.Context.Screen.Width - 339.0f + 60.0f * column,
// Director.Instance.GL.Context.Screen.Height - 200.0f - row * 80.0f);
// this.AddChild(Solutions[i]);
// }
QualitiesText = new Label() {
Text = "qualities",
Position = new Vector2(623.0f, 223.0f),
FontMap = UI.FontManager.Instance.GetMap(Crystallography.UI.FontManager.Instance.GetInGame("Bariol", 25, "Bold") ),
Color = LevelManager.Instance.BackgroundColor
};
// CompletionPercentageText = new Label() {
// Text = (1.0f).ToString("P0"),
// Position = new Vector2(638.0f, 150.0f),
// FontMap = UI.FontManager.Instance.GetMap(Crystallography.UI.FontManager.Instance.GetInGame("Bariol", 25, "Bold") ),
//// Color = new Vector4( 0.16078431f, 0.88627451f, 0.88627451f, 1.0f)
// };
// CenterText(CompletionPercentageText);
// this.AddChild(CompletionPercentageText);
Icons = new Node[4];
IconLabels = new Label[4];
for( int i=0; i < Icons.Length; i++) {
Icons[i] = Support.TiledSpriteFromFile("/Application/assets/images/icons/icons.png", 4, 2);
Icons[i].Position = new Vector2(623.0f + 68.0f * (float)i, 2.0f * BUTTON_HEIGHT + 20.0f);
// Icons[i].Scale = new Vector2(0.25f, 0.25f);
IconLabels[i] = new Label() {
FontMap = UI.FontManager.Instance.GetMap(Crystallography.UI.FontManager.Instance.GetInGame("Bariol", 36, "Bold") ),
Color = LevelManager.Instance.BackgroundColor
};
}
LevelSelectTitleText = new Label(){
Text="level select",
Position = new Vector2(50.0f, 488.0f),
FontMap = UI.FontManager.Instance.GetMap(Crystallography.UI.FontManager.Instance.GetInGame("Bariol", 36, "Regular") ),
Color = Support.ExtractColor("333330")
};
LevelSelectInstructionsText = new Label(){
Text="select a cube and then press play.",
Position = new Vector2(50.0f, 465.0f),
FontMap = UI.FontManager.Instance.GetMap(Crystallography.UI.FontManager.Instance.GetInGame("Bariol", 25, "Regular") ),
Color = Support.ExtractColor("333330")
};
BackButton = new BetterButton(361.0f, BUTTON_HEIGHT) {
Text = "back",
Position = new Vector2(Director.Instance.GL.Context.Screen.Width-361.0f, BUTTON_HEIGHT)
};
BackButton.background.RegisterPalette(2);
PlayButton = new BetterButton(361.0f, BUTTON_HEIGHT) {
Text = "play",
Position = new Vector2(Director.Instance.GL.Context.Screen.Width-361.0f, 0.0f)
};
PlayButton.background.RegisterPalette(1);
// SWIPE LAYER
this.AddChild(this.SwipePanels);
foreach( LevelPage panel in Panels) {
this.AddChild(panel);
}
(Panels[0] as LevelPage).Items[0].AddChild(Indicator);
// UI LAYERS
BackLayer = new Layer();
this.AddChild(BackLayer);
FrontLayer = new Layer();
this.AddChild(FrontLayer);
// BACK LAYER ELEMENTS
BackLayer.AddChild(BlackBlock1);
BackLayer.AddChild(BlackBlock2);
BackLayer.AddChild(Solutions);
// FRONT LAYER ELEMENTS
FrontLayer.AddChild(BlackBlock3);
FrontLayer.AddChild(BlackBlock4);
FrontLayer.AddChild(LevelNumberText);
FrontLayer.AddChild(PossibleSolutionsText);
FrontLayer.AddChild(QualitiesText);
for( int i=0; i < Icons.Length; i++) {
FrontLayer.AddChild(Icons[i]);
}
FrontLayer.AddChild(LevelSelectTitleText);
FrontLayer.AddChild(LevelSelectInstructionsText);
FrontLayer.AddChild(BackButton);
FrontLayer.AddChild(PlayButton);
}
示例3: Game
public Game()
{
Started = false;
Running = false;
// Setup Window
Bounds = new FloatRect(0, 0, ResolutionDefault.X, ResolutionDefault.Y);
WindowSettings = new ContextSettings();
WindowSettings.AntialiasingLevel = 6;
CreateWindow();
// Black Bars (for fullscreen)
Layer_BlackBars = new Layer();
RectangleShape BlackBarLeft = new RectangleShape(new Vector2f(2000, 5000));
BlackBarLeft.Position = new Vector2f(-BlackBarLeft.Size.X, 0);
BlackBarLeft.FillColor = new Color(0, 0, 0);
Layer_BlackBars.AddChild(BlackBarLeft);
RectangleShape BlackBarRight = new RectangleShape(new Vector2f(2000, 5000));
BlackBarRight.Position = new Vector2f(Size.X, 0);
BlackBarRight.FillColor = new Color(0, 0, 0);
Layer_BlackBars.AddChild(BlackBarRight);
// Setup
Layer_Background = new Layer();
Layer_Other = new Layer();
Layer_Objects = new Layer();
Layer_OtherAbove = new Layer();
Layer_GUI = new Layer();
// Start Menu
StartMenu = new StartMenu(this);
Layer_GUI.AddChild(StartMenu);
Music = new Music("assets/audio/music/Speed Pirate - LuigiSounds.ogg");
Music.Loop = true;
Music.Play();
// Game Loop
Stopwatch clock = new Stopwatch();
clock.Start();
while (Window.IsOpen())
{
// Process events
Window.DispatchEvents();
if (clock.Elapsed.TotalSeconds >= (1.0f / FPS))
{
if (CloseNextUpdate)
{
Window.Close();
return;
}
// Clear screen
Window.Clear();
// Update Game
Update((float)clock.Elapsed.TotalSeconds);
clock.Restart();
// Draw Game
Draw();
// Update the window
Window.Display();
}
}
}
示例4: Game
public Game()
{
// Director.Instance.DebugFlags |= DebugFlags.Navigate; // press left alt + mouse to navigate in 2d space
// Director.Instance.DebugFlags |= DebugFlags.DrawGrid;
Director.Instance.DebugFlags |= DebugFlags.DrawContentWorldBounds;
Director.Instance.DebugFlags |= DebugFlags.DrawContentLocalBounds;
// Director.Instance.DebugFlags |= DebugFlags.DrawTransform;
// Director.Instance.DebugFlags |= DebugFlags.DrawPivot;
DebugString = new DebugString(Sce.PlayStation.HighLevel.GameEngine2D.Director.Instance.GL.Context);
Scene = new Sce.PlayStation.HighLevel.GameEngine2D.Scene();
Background = new Layer();
World = new Layer();
EffectsLayer = new Layer();
Foreground = new Layer();
Curtains = new Layer();
Interface = new Layer();
Random = new Random();
Collider = new EntityCollider();
ParticleEffects = new Support.ParticleEffectsManager();
TextureTileMaps = new Support.TextureTileMapManager();
UI = new UI();
ScoreManager = new ScoreManager();
SpriteBatch = new SpriteBatch();
BuildTextureTileMaps();
AddQueue = new List<GameEntity>();
RemoveQueue = new List<GameEntity>();
Scene.AddChild(Background);
Scene.AddChild(World);
Scene.AddChild(EffectsLayer);
Scene.AddChild(Foreground);
Scene.AddChild(Interface);
Scene.AddChild(Curtains);
Scene.Camera.SetViewFromViewport();
// temporary: munge viewport to match vita + assets
Vector2 ideal_screen_size = ScreenSize;
Camera2D camera = Scene.Camera as Camera2D;
camera.SetViewFromHeightAndCenter(ideal_screen_size.Y, ideal_screen_size / 2.0f);
TitleCameraCenter = camera.Center;
CameraTarget = TitleCameraCenter;
if(ParticleEffects!=null)
EffectsLayer.AddChild(ParticleEffects);
Interface.AddChild(UI);
// world
var bg_forest = Support.SpriteFromFile("/Application/assets/background_test2.png");
bg_forest.Scale *= 1;
bg_forest.Position = new Vector2(0f, 0.0f);
Background.AddChild(bg_forest);
UI.TitleMode();
Sce.PlayStation.HighLevel.GameEngine2D.Scheduler.Instance.Schedule(Scene, TickTitle, 0.0f, false);
World.AdHocDraw += this.DrawWorld;
}
示例5: GamePlayScene
public GamePlayScene()
{
this.ScheduleUpdate ();
_garnishTimer = new Timer();
_groundTimer = new Timer();
_waterLevel = 272;
_groundLevel = 120;
_random = new Random();
_garnishDelay = _random.Next(0,5);
Vector2 ideal_screen_size = new Vector2(960.0f, 544.0f);
SceneCamera = (Camera2D)Camera;
SceneCamera.SetViewFromHeightAndCenter(ideal_screen_size.Y, ideal_screen_size / 2.0f);
_groundGarnish = new Layer(SceneCamera);
_mainLayer = new Layer(SceneCamera);
_playerCreature = new PlayerCreature ();
_playerCreature.sprite.Position = Camera.CalcBounds ().Center;
_mainLayer.AddChild (_playerCreature.sprite);
_backgroundLayer = new Layer(SceneCamera, 0, 0);
var background = new SpriteTile(new TextureInfo(AssetManager.GetTexture("background_paper")));
_backgroundLayer.AddChild(background);
background.Quad.S = background.TextureInfo.TextureSizef;
background.CenterSprite();
background.Position = SceneCamera.CalcBounds().Center;
_water = new SpriteTile(new TextureInfo(AssetManager.GetTexture("water")));
_water.Quad.S = _water.TextureInfo.TextureSizef;
_water.CenterSprite();
_water.Position = SceneCamera.CalcBounds().Center + new Vector2(0, -244);
_waterTop = new WaterTile(new TextureInfo(AssetManager.GetTexture("waveline")));
_waterTop.Quad.S = _waterTop.TextureInfo.TextureSizef;
_waterTop.CenterSprite();
_waterTop.Position = _water.Position + new Vector2(0 ,_water.TextureInfo.TextureSizef.Y /2 );
_waterTop.Position = SceneCamera.CalcBounds().Center + new Vector2(0, -244 + _water.TextureInfo.TextureSizef.Y/2f);
_groundLayer = new Layer(SceneCamera, 1, 1);
_groundGarnish = new Layer(SceneCamera, 1, 1);
var texInfo = new TextureInfo(AssetManager.GetTexture ("ground_tile"));
_ground = new SpriteList(texInfo);
_sprite = new SpriteTile(texInfo);
_ground.AddChild(_sprite);
_sprite.Quad.S = texInfo.TextureSizef;
_sprite.CenterSprite();
_sprite.TileIndex2D = new Vector2i(0,0);
GenerateMap();
_enemies = new List<Enemy>();
_bullets = new List<Bullet>();
/*
// enemy sprite test code
var fish0 = new FishEnemy (new Vector2 (30.0f, 30.0f), _playerCreature);
var fish1 = new FishEnemy (new Vector2 (15.0f, 15.0f), _playerCreature);
var fish2 = new FishEnemy (new Vector2 (100.0f, 70.0f), _playerCreature);
_enemies.Add (fish0);
_enemies.Add (fish1);
_enemies.Add (fish2);
*/
var dummyFish = new FishEnemy (new Vector2 (-25.0f, -25.0f), _playerCreature);
dummyFish.sprite.UnscheduleAll();
_mainLayer.AddChild (FishEnemy.spriteList);
var dummyBullet = new Bullet(new Vector2(-25.0f,-25.0f));
dummyBullet.sprite.UnscheduleAll();
//dummyBullet.sprite.Visible = false;
_mainLayer.AddChild(Bullet.spriteList);
_waterLayer = new Layer(SceneCamera);
_waterLayer.AddChild(_water);
_waterLayer.AddChild(_waterTop);
_musicPlayer = AssetManager.GetBGM("gameplaymusic").CreatePlayer();
_musicPlayer.Loop = true;
_musicPlayer.Play();
AddChild (_backgroundLayer);
AddChild (_mainLayer);
AddChild(_groundLayer);
AddChild(_groundGarnish);
AddChild(_waterLayer);
_eventManager = new EventManager(_mainLayer,_playerCreature);
}