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C# Sprite.SetPosition方法代码示例

本文整理汇总了C#中Sprite.SetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# Sprite.SetPosition方法的具体用法?C# Sprite.SetPosition怎么用?C# Sprite.SetPosition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Sprite的用法示例。


在下文中一共展示了Sprite.SetPosition方法的13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: Tile

        protected Tile(TileState state, RectangleF rect)
        {
            _resourceManager = IoCManager.Resolve<IResourceManager>();
            _lightManager = IoCManager.Resolve<ILightManager>();

            tileState = state;

            bounds = rect;

            Sprite = _resourceManager.GetSprite("space_texture");
            Sprite.SetPosition(Position.X, Position.Y);
        }
开发者ID:RedSkotina,项目名称:ss13remake,代码行数:12,代码来源:Tile.cs

示例2: BackGround

        public BackGround(TextureManager _texturemanager, int level, Particle.Particles _p = null)
        {
            if (_p != null)
            {
                particles = _p;
                allowrunParticles = true;
            }

            this.level = level;
            renderer = Stage1State._renderer;
            this.texturemanager = _texturemanager;

            Texture texture = _texturemanager.Get("shade1");
            background = new Sprite();
            background.Texture = texture;
            background.SetPosition(0, 225);
            background.SetHeight(450);
            background.SetWidth(385+10);

            tree = new List<Tree>();

            //添加一开始就有的树
            for (int i = 0; i < 3; i++)
            {
                backgroundimage = new BackGroundImage(_texturemanager, renderer, "stg1bg", new Rectangle(0.01f, 0.01f, 0.48f, 0.48f), 385+10, 450);
                SpeedY = 0.05f;
                backgroundimage.SetPosition(0, 225);

                Tree tree1 = new Tree(texturemanager, renderer, "stg1bg", false, 200, 200);
                tree1.setTop(400);
                tree1.setPosition(16 + 30 * (float)random.NextDouble() - 15, i*200 + 60 * (float)random.NextDouble() - 30);
                tree.Add(tree1);

                tree1 = new Tree(texturemanager, renderer, "stg1bg", true, 200, 200);
                tree1.setTop(400);
                tree1.setPosition(-100 + 30 * (float)random.NextDouble() - 15, i * 200 + 100 * (float)random.NextDouble() - 50);
                tree.Add(tree1);

                tree1 = new Tree(texturemanager, renderer, "stg1bg", true, 200, 200);
                tree1.setTop(400);
                tree1.setPosition(160 + 30 * (float)random.NextDouble() - 15, i * 200 + 60 * (float)random.NextDouble() - 30);
                tree.Add(tree1);
            }
        }
开发者ID:lm458180997,项目名称:Touhou,代码行数:44,代码来源:BackGround.cs

示例3: AddExplosion

    // Add an explosion into the list (will remove self once complete)
    public void AddExplosion(Vector2 Position)
    {
        // Allocate and register the new sprite, starting with the explosion
        // Note: slight randomization to add effect
        Sprite Explosion = new Sprite("Textures/ExplosionSprite" + UnityEngine.Random.Range(0, 2)); // [0, 1]
        Explosion.SetPosition(Position);
        Explosion.SetAnimation(Vector2.zero, new Vector2(20, 20), 7, 0.06f + UnityEngine.Random.Range(-0.01f, 0.05f));
        Explosion.SetGeometrySize(Explosion.GetSpriteSize() * (0.6f + UnityEngine.Random.Range(-0.2f, 0.2f)));
        Explosion.SetRotationCenter(Explosion.GetGeometrySize() / UnityEngine.Random.Range (1.0f, 2.0f));
        Explosion.SetRotation(UnityEngine.Random.Range(0.0f, 2.0f * Mathf.PI));
        Explosion.SetDepth(Globals.ExplosionDepth);

        // Register to renderer and list
        Globals.WorldView.SManager.AddSprite(Explosion);
        Explosions.Add(Explosion);

        // Add explosion audio
        int Index = UnityEngine.Random.Range(1, 4); // [1, 4)
        Globals.WorldView.AManager.PlayAudio(Position, "Explosion" + Index);
    }
开发者ID:nint22,项目名称:NovaLegacy,代码行数:21,代码来源:ProjectileManager.cs

示例4: BackGroundImage3D

        public BackGroundImage3D(TextureManager _t, Renderer _renderer, string TextureName, float width = 385, float height = 450)
        {
            texturemanager = _t;
            renderer = _renderer;
            this.width = width; this.height = height;

            Sprite sp;

            sp = new Sprite();
            sp.Texture = texturemanager.Get(TextureName);
            sp.SetWidth(width);
            sp.SetHeight(height);
            sp.SetPosition(X, Y);

            Sprites.Add(sp);

            sp = new Sprite();
            sp.Texture = texturemanager.Get(TextureName);
            sp.SetWidth(width);
            sp.SetHeight(height);
            sp.SetPosition(X, Y);

            Sprites.Add(sp);
        }
开发者ID:lm458180997,项目名称:Touhou,代码行数:24,代码来源:BackGround.cs

示例5: BackGroundImage

        public BackGroundImage(TextureManager _t ,Renderer _renderer, string TextureName ,
           Rectangle UVs, float width = 385, float height = 450)
        {
            texturemanager = _t;
            renderer = _renderer;
            current_rect = new Rectangle(0.1f, 0, 0.8f, 0.8f);
            this.UVs = UVs;
            this.width = width; this.height = height;

            map_up = new Sprite();
            map_up.Texture = texturemanager.Get(TextureName);
            map_up.SetWidth(width);
            map_up.SetHeight(height);
            map_up.SetPosition(X, Y);
            map_up.SetUVs(new Point(current_rect.X , current_rect.Y),
                new Point(current_rect.X+current_rect.Width, current_rect.Y+ current_rect.Height));

            map_down = new Sprite();
            map_down.Texture = texturemanager.Get(TextureName);
            map_down.SetWidth(width);
            map_down.SetHeight(height);
            map_down.SetPosition(X, Y);
            map_down.SetUVs(new Point(current_rect.X, current_rect.Y),
                new Point(current_rect.X + current_rect.Width, current_rect.Y + current_rect.Height));
        }
开发者ID:lm458180997,项目名称:Touhou,代码行数:25,代码来源:BackGround.cs

示例6: CreateSprite

 //Does exactly what it says on the tin.
 public static Sprite CreateSprite(string texture, int x, int y, float scale)
 {
     Sprite sprite = new Sprite(textures[texture], texture);
     sprite.scale = scale;
     sprite.SetPosition(x, y);
     sprite.name = texture;
     gObjects.Add(sprite);
     return sprite;
 }
开发者ID:VDZx,项目名称:VBXSE,代码行数:10,代码来源:SpriteEngine.cs

示例7: CreateMultiSprite

 //Creates a sprite with multiple images. Can be used for animation, different states, etc.
 public static Sprite CreateMultiSprite(string[] texture, int x, int y, float scale)
 {
     List<Texture2D> texes = new List<Texture2D>();
     for (int i = 0; i < texture.Length; i++)
     {
         texes.Add(textures[texture[i]]);
     }
     Sprite sprite = new Sprite(texes, texture);
     sprite.scale = scale;
     sprite.SetPosition(x, y);
     sprite.name = texture[0];
     gObjects.Add(sprite);
     return sprite;
 }
开发者ID:VDZx,项目名称:VBXSE,代码行数:15,代码来源:SpriteEngine.cs

示例8: Main

		public static void Main(string[] args)
		{

			Initialize();

			Console.Out.WriteLine("Left-click on graph to zoom in.");
			Console.Out.WriteLine("Right-click on graph to toggle between Mandelbrot/Julia graphs.");
			Console.Out.WriteLine("Press the SPACE key to create a new palette.");
			Console.Out.WriteLine("Press the ENTER key to smooth the graph.");
			Console.Out.WriteLine("Press the cursor keys to scroll the graph up/down/left/right.");
			Console.Out.WriteLine("Press the ESC key to close the application.");
			Console.Out.WriteLine();
			Console.Out.WriteLine("Press ENTER to start.");
			Console.In.ReadLine();
			Clear();

			PointerTexture = AddSpriteTexture(GetResourceBitmap("Pointer.png"), System.Drawing.Color.FromArgb(0, 0, 255), true);
			ZTexture = AddSpriteTexture(GetResourceBitmap("Z.png"), System.Drawing.Color.FromArgb(0, 0, 255), true);
			Point P = GetMousePointer();
			Pointer = CreateSprite(P.X, P.Y, PointerTexture);

			double re0 = -0.5;
			double im0 = 0;
			double dr = 5;
			double cre0 = 0;
			double cim0 = 0;
			Color[] Palette = CreatePalette(1024, 16);

			OnKeyDown += (sender, e) =>
			{
				switch (e.Key)
				{
					case Key.Escape:
						Terminated.Set();
						break;

					case Key.C:
						if (e.Control)
							Terminated.Set();
						break;

					case Key.Space:
						NewPalette.Set();
						break;

					case Key.Enter:
						CalcSmooth.Set();
						break;

					case Key.Left:
						if (!Calculating)
						{
							re0 -= dr * 0.25;
							NewFractal.Set();
						}
						break;

					case Key.Right:
						if (!Calculating)
						{
							re0 += dr * 0.25;
							NewFractal.Set();
						}
						break;

					case Key.Up:
						if (!Calculating)
						{
							im0 -= dr * 0.25;
							NewFractal.Set();
						}
						break;

					case Key.Down:
						if (!Calculating)
						{
							im0 += dr * 0.25;
							NewFractal.Set();
						}
						break;
				}
			};

			OnMouseMove += (sender, e) =>
			{
				P = e.Position;
				Pointer.SetPosition(P);

				int DX = P.X - RasterWidth / 2;
				int DY = P.Y - RasterHeight / 2;

				Pointer.Angle = 90 + 22.5 + System.Math.Atan2(DY, DX) * 180 / System.Math.PI;
			};

			CalcMandelbrot(re0, im0, dr, Palette);

			OnMouseDown += (sender, e) =>
			{
				if (!Calculating)
				{
//.........这里部分代码省略.........
开发者ID:PeterWaher,项目名称:RetroSharp,代码行数:101,代码来源:Program.cs

示例9: initiazeSprits

        void initiazeSprits()
        {
            initPosition();
            Sprits = new Dictionary<int, DoubleSprites>();
            Texture tex = _texturemanager.Get("Title_01");
            for (int i = 0; i < 9; i++)
            {
                Sprite spr1 = new Sprite();
                Sprite spr2 = new Sprite();
                spr1.Texture = tex;
                spr2.Texture = tex;
                if (i == _START_)
                {
                    spr1.SetUVs(new Point(0, 0), new Point(0.3125f, 0.0625f));
                    spr2.SetUVs(new Point(0.3125f, 0), new Point(0.625f, 0.0625f));
                    spr1.SetWidth(160); spr1.SetHeight(32);
                    spr2.SetWidth(160); spr2.SetHeight(32);
                }
                else if (i == _RESULT__)
                {
                    changeUnit(ref spr1, 0, 16, 22, 20, unit_for512);
                    changeUnit(ref spr2, 22, 16, 44, 20, unit_for512);
                    spr1.SetWidth(22*8); spr1.SetHeight(32);
                    spr2.SetWidth(22*8); spr2.SetHeight(32);
                }
                else if (i == _MUSIC_)
                {
                    changeUnit(ref spr1, 0, 20, 22, 24, unit_for512);
                    changeUnit(ref spr2, 22, 20, 44, 24, unit_for512);
                    spr1.SetWidth(22 * 8); spr1.SetHeight(32);
                    spr2.SetWidth(22 * 8); spr2.SetHeight(32);
                }
                else if (i == _REPLY_)
                {
                    changeUnit(ref spr1, 0, 12, 12, 16, unit_for512);
                    changeUnit(ref spr2, 12, 12, 24, 16, unit_for512);
                    spr1.SetWidth(12 * 8); spr1.SetHeight(32);
                    spr2.SetWidth(12 * 8); spr2.SetHeight(32);

                }
                else if (i == _OPTION_)
                {
                    changeUnit(ref spr1, 0, 28, 14, 32, unit_for512);
                    changeUnit(ref spr2, 14, 28, 28, 32, unit_for512);
                    spr1.SetWidth(14 * 8); spr1.SetHeight(32);
                    spr2.SetWidth(14 * 8); spr2.SetHeight(32);
                }
                else if (i == _QUIT_)
                {
                    changeUnit(ref spr1, 0, 32, 10, 36, unit_for512);
                    changeUnit(ref spr2, 10, 32, 20, 36, unit_for512);
                    spr1.SetWidth(10 * 8); spr1.SetHeight(32);
                    spr2.SetWidth(10 * 8); spr2.SetHeight(32);
                }
                spr1.SetPosition(Positions[i].X, Positions[i].Y);
                spr2.SetPosition(Positions[i].X, Positions[i].Y);
                Sprits.Add(i, new DoubleSprites(spr1, spr2));
            }
        }
开发者ID:lm458180997,项目名称:Touhou,代码行数:59,代码来源:Option.cs

示例10: PlayerOne

        public PlayerOne(TextureManager _t , Renderer renderer)
        {
            this.renderer = renderer;
            Width = 32;
            Height = 48;

            position = new Vector2D(0, 50);

            //Texture texture = _t.Get("Player00");
            //sprite = new Sprite();
            //sprite.Texture = texture;
            //sprite.SetWidth(Width);
            //sprite.SetHeight(Height);
            //sprite.SetPosition(position.X, position.Y);
            //multiSprite = new MultiSprite(sprite);
            //RecTangleF[] rects = new RecTangleF[8];
            //for (int i = 0; i < 8;i++ )
            //    rects[i] = new RecTangleF(0 + i * 4 * per_256, 0, 4 * per_256 + i * 4 * per_256, 6 * per_256);
            //multiSprite.RegeditState(0, rects);      //将此rectangleF注册到0号state
            //multiSprite.State = 0;                   //将状态切换为0号state

            Texture texture = _t.Get("Player2");
            sprite = new Sprite();
            sprite.Texture = texture;
            sprite.SetWidth(Width);
            sprite.SetHeight(Height);
            sprite.SetPosition(position.X, position.Y);
            multiSprite = new MultiSprite(sprite);

            RecTangleF[] rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(0 + i * 4 * per_256, 0, 4 * per_256 + i * 4 * per_256, 6 * per_256);
            multiSprite.RegeditState(0, rects);      //将此rectangleF注册到0号state

            rects = new RecTangleF[3];
            for (int i = 0; i < 3; i++)
                rects[i] = new RecTangleF( i * 4 * per_256, 6 * per_256,
                    4 * per_256 + i * 4 * per_256, 12 * per_256);
            multiSprite.RegeditState(1, rects);      //将此rectangleF注册到1号state (过渡移动)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(12*per_256 + i * 4 * per_256, 6*per_256,
                   12*per_256+ 4 * per_256 + i * 4 * per_256, 12 * per_256);
            multiSprite.RegeditState(2, rects);      //将此rectangleF注册到2号state (移动)

            rects = new RecTangleF[3];
            for (int i = 0; i < 3; i++)
                rects[i] = new RecTangleF(4 * per_256 + i * 4 * per_256, 6 * per_256,
                   i * 4 * per_256, 12 * per_256);
            multiSprite.RegeditState(3, rects);      //将此rectangleF注册到3号state (过渡移动,右)

            rects = new RecTangleF[4];
            for (int i = 0; i < 4; i++)
                rects[i] = new RecTangleF(12 * per_256 + 4 * per_256 + i * 4 * per_256, 6 * per_256,
                12 * per_256 + i * 4 * per_256 , 12 * per_256);
            multiSprite.RegeditState(4, rects);      //将此rectangleF注册到4号state (移动)

            multiSprite.RegeditCollection(1, 2);     //将1号动画连接到2号动画上
            multiSprite.RegeditCollection(3, 4);     //将3号动画连接到4号动画上
            multiSprite.State = 1;                   //将状态切换为1号state
        }
开发者ID:lm458180997,项目名称:Touhou,代码行数:62,代码来源:GameView.cs

示例11: SetSpriteCenter

 public void SetSpriteCenter(Sprite sprite, Vector2D center)
 {
     sprite.SetPosition(center.X - (GetActiveDirectionalSprite().AABB.Width/2),
                        center.Y - (GetActiveDirectionalSprite().AABB.Height/2));
 }
开发者ID:Gartley,项目名称:ss13remake,代码行数:5,代码来源:SpriteComponent.cs

示例12: UpdateSpriteStates

        public void UpdateSpriteStates(CoronaObject obj, float worldScale, Point offsetPoint)
        {
            if (this.currentProject != null)
            {
                if (obj.isEntity == true)
                {
                    for (int i = 0; i < obj.Entity.CoronaObjects.Count; i++)
                    {
                        this.UpdateSpriteStates(obj.Entity.CoronaObjects[i], worldScale,offsetPoint);
                    }
                }
                else
                {
                    if (obj.DisplayObject != null)
                    {
                        Sprite sprite = null;
                        if (obj.DisplayObject.Type.Equals("IMAGE"))
                        {

                           sprite =  obj.DisplayObject.GorgonSprite;

                           if (sprite == null)
                           {
                               this.UpdateSpriteContent(obj, worldScale, offsetPoint);
                               return;
                           }

                           if (obj.DisplayObject.ImageFillColor == Color.Empty)
                               obj.DisplayObject.ImageFillColor = Color.White;

                           sprite.SetPosition((float)obj.DisplayObject.SurfaceRect.X + sprite.Axis.X + offsetPoint.X,
                               (float)obj.DisplayObject.SurfaceRect.Y + sprite.Axis.Y + offsetPoint.Y);
                           sprite.Rotation = obj.DisplayObject.Rotation;

                           sprite.Color = Color.FromArgb((int)(obj.DisplayObject.Alpha * 255.0f), obj.DisplayObject.ImageFillColor);

                           float imgScaleX = (float)obj.DisplayObject.SurfaceRect.Width / (float)sprite.Image.Width;
                           float imgScaleY = (float)obj.DisplayObject.SurfaceRect.Height / (float)sprite.Image.Height;

                           float finalXScale = worldScale * imgScaleX;
                           float finalYScale = worldScale * imgScaleY;
                           sprite.SetScale(finalXScale, finalYScale);

                           sprite.SetAxis((float)sprite.Image.Width / 2, (float)sprite.Image.Height / 2);
                           sprite.Rotation = obj.DisplayObject.Rotation;

                        }
                        else if (obj.DisplayObject.Type.Equals("SPRITE"))
                        {
                            CoronaSpriteSet spriteSetParent = obj.DisplayObject.SpriteSet;
                            sprite = obj.DisplayObject.GorgonSprite;

                            if (sprite == null)
                            {
                                this.UpdateSpriteContent(obj, worldScale, offsetPoint);
                                return;
                            }

                            if (obj.DisplayObject.CurrentSequence == "DEFAULT")
                            {
                                if (obj.DisplayObject.SpriteSet.Frames.Count > 0)
                                {
                                    //Charger le sprite avec la current frame
                                    SpriteFrame spriteFrame = spriteSetParent.Frames[obj.DisplayObject.CurrentFrame];

                                    float factor = obj.DisplayObject.SpriteSet.Frames[obj.DisplayObject.CurrentFrame].SpriteSheetParent.FramesFactor;
                                    if (factor <= 0)
                                        factor = 1;
                                    int width = Convert.ToInt32((float)sprite.Image.Width / factor);
                                    int height = Convert.ToInt32((float)sprite.Image.Height / factor);
                                    obj.DisplayObject.SurfaceRect = new Rectangle(obj.DisplayObject.SurfaceRect.Location, new Size(width, height));

                                }
                            }
                            else
                            {
                                CoronaSpriteSetSequence sequence = obj.DisplayObject.getSequenceByName(obj.DisplayObject.CurrentSequence);
                                if (sequence != null)
                                {

                                    int convertedCurrentFrame = obj.DisplayObject.CurrentFrame + sequence.FrameDepart - 1;

                                    if (obj.DisplayObject.SpriteSet.Frames.Count > 0 && obj.DisplayObject.SpriteSet.Frames.Count > convertedCurrentFrame)
                                    {
                                        //Charger le sprite avec la current frame
                                        SpriteFrame spriteFrame = spriteSetParent.Frames[convertedCurrentFrame];

                                        float factor = obj.DisplayObject.SpriteSet.Frames[convertedCurrentFrame].SpriteSheetParent.FramesFactor;
                                        if (factor <= 0)
                                            factor = 1;
                                        int width = Convert.ToInt32((float)sprite.Image.Width / factor);
                                        int height = Convert.ToInt32((float)sprite.Image.Height / factor);
                                        obj.DisplayObject.SurfaceRect = new Rectangle(obj.DisplayObject.SurfaceRect.Location, new Size(width, height));

                                    }
                                    else
                                    {
                                        obj.DisplayObject.CurrentFrame = sequence.FrameCount - 1;
                                        this.UpdateSpriteContent(obj, worldScale,offsetPoint);
                                    }
//.........这里部分代码省略.........
开发者ID:nadar71,项目名称:Krea,代码行数:101,代码来源:GraphicsContentManager.cs

示例13: AddGlow

    // Add glow ontop of what is being fired
    public void AddGlow(Vector2 Position)
    {
        // Sprite info
        Vector2 GlowPos = ProjectileInfo.GetKey_Vector2("Glow", "Pos");
        Vector2 GlowSize = ProjectileInfo.GetKey_Vector2("Glow", "Size");

        // Allocate and register the new sprite
        // Note: slight randomization to add effect
        Sprite Explosion = new Sprite("Textures/Projectiles");
        Explosion.SetAnimation(GlowPos, GlowSize, 1, 1.0f);

        // Set in-world properties
        Explosion.SetPosition(Position);
        Explosion.SetGeometrySize(Explosion.GetSpriteSize() * (0.6f + UnityEngine.Random.Range(-0.2f, 0.2f)));
        Explosion.SetRotationCenter(Explosion.GetGeometrySize() / 2.0f);
        Explosion.SetRotation(UnityEngine.Random.Range(0.0f, 2.0f * Mathf.PI));
        Explosion.SetDepth(Globals.ExplosionDepth);

        // Register to renderer and list
        Globals.WorldView.SManager.AddSprite(Explosion);
        Glow.Add(Explosion);
    }
开发者ID:nint22,项目名称:NovaLegacy,代码行数:23,代码来源:ProjectileManager.cs


注:本文中的Sprite.SetPosition方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。