本文整理汇总了C#中Microsoft.Xna.Framework.Point类的典型用法代码示例。如果您正苦于以下问题:C# Point类的具体用法?C# Point怎么用?C# Point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。
Point类属于Microsoft.Xna.Framework命名空间,在下文中一共展示了Point类的15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: Update
public void Update( )
{
if( _model.Level.ActiveLayer == null )
{
return ;
}
Vector2 distance = MouseStatus.WorldPosition - _canvas.GrabPoint ;
if( distance.Length( ) > 0 )
{
_canvas.SelectionRectangle = Extensions.RectangleFromVectors( _canvas.GrabPoint, MouseStatus.WorldPosition ) ;
var itemsCoveredByDragRectangle = _model.ActiveLayer.Items.Where(
i =>
{
var point = new Point( (int) i.ItemProperties.Position.X, (int) i.ItemProperties.Position.Y ) ;
return i.ItemProperties.Visible && _canvas.SelectionRectangle.Contains( point ) ;
} ).ToList( ) ;
itemsCoveredByDragRectangle.Reverse( ) ;
_model.SelectEditors( new SelectedEditors( itemsCoveredByDragRectangle ) ) ;
}
if( MouseStatus.LeftButton == ButtonState.Released )
{
_canvas.SetModeToIdle( ) ;
}
}
开发者ID:WinterGroveProductions,项目名称:Gleed2D,代码行数:30,代码来源:InputHandlerWhenCreatingTheSelectionRectangle.cs
示例2: Sprite
public Sprite(Texture2D texture, Point offset, Rectangle source, int hue)
{
m_Texture = texture;
m_Offset = offset;
m_SourceRect = source;
m_Hue = hue;
}
示例3: Tilemap
public Tilemap(Node parent, string name, Texture2D tileTexture, Point size, Point tileSize)
: base(parent, name)
{
Body = new Body(this, "Body");
Render = new TilemapRender(this, "TilemapRender", tileTexture, size, tileSize);
Render.LinkDependency(TilemapRender.DEPENDENCY_BODY, Body);
}
示例4: Circle_ContainsPoint
public void Circle_ContainsPoint()
{
var circle = new Circle(new Vector2(200.0f, 300.0f), 100.0f);
var p1 = new Point(-1, -1);
var p2 = new Point(110, 300);
var p3 = new Point(200, 300);
var p4 = new Point(290, 300);
var p5 = new Point(400, 400);
bool result;
circle.Contains(ref p1, out result);
Assert.AreEqual(false, result);
circle.Contains(ref p2, out result);
Assert.AreEqual(true, result);
circle.Contains(ref p3, out result);
Assert.AreEqual(true, result);
circle.Contains(ref p4, out result);
Assert.AreEqual(true, result);
circle.Contains(ref p5, out result);
Assert.AreEqual(false, result);
Assert.AreEqual(false, circle.Contains(p1));
Assert.AreEqual(true, circle.Contains(p2));
Assert.AreEqual(true, circle.Contains(p3));
Assert.AreEqual(true, circle.Contains(p4));
Assert.AreEqual(false, circle.Contains(p5));
}
示例5: HandleInput
public void HandleInput(Point screenInputTouchPosition)
{
if(showing)
{
HandleTouchInput(screenInputTouchPosition);
}
}
示例6: SplitItemStackGump
public SplitItemStackGump(Item item, Point pickupOffset)
: base(0, 0)
{
Item = item;
m_PickupOffset = pickupOffset;
IsMoveable = true;
// Background
AddControl(new GumpPic(this, 0, 0, 0x085c, 0));
// Slider
m_Slider = (HSliderBar)AddControl(new HSliderBar(this, 30, 16, 104, 0, item.Amount, item.Amount, HSliderBarStyle.BlueWidgetNoBar));
m_LastValue = m_Slider.Value;
// Ok button
AddControl(new Button(this, 102, 38, 0x085d, 0x085e, ButtonTypes.Default, 0, 0));
((Button)LastControl).GumpOverID = 0x085f;
((Button)LastControl).MouseClickEvent += ClickOkayButton;
// Text entry field
m_AmountEntry = (TextEntry)AddControl(new TextEntry(this, 30, 39, 60, 16, 0, 0, 5, item.Amount.ToString()));
m_AmountEntry.HtmlTag = "<big>";
m_AmountEntry.LegacyCarat = true;
m_AmountEntry.Hue = 1001;
m_AmountEntry.ReplaceDefaultTextOnFirstKeypress = true;
m_AmountEntry.NumericOnly = true;
}
示例7: Draw
public override void Draw(SpriteBatchUI spriteBatch, Point position, double frameMS)
{
Vector3 hueVector = Utility.GetHueVector(Hue);
int width = (int)(m_PercentWidthDrawn * Width);
spriteBatch.Draw2D(m_Texture, new Rectangle(position.X, position.Y, width, Height), new Rectangle(0, 0, width, Height), hueVector);
base.Draw(spriteBatch, position, frameMS);
}
示例8: Collectable
public Collectable()
{
DimensionsInCells = new Point(1, 1);
Visible = true;
RenderLayer = 2;
Frame = new Rectangle(0, 0, Definitions.CellSizeInPixels, Definitions.CellSizeInPixels);
}
示例9: Swap
public void Swap(Swap swap)
{
var from = new Point(swap.From.X, swap.From.Y);
var to = new Point(swap.To.X, swap.To.Y);
_animals[from.X, from.Y] = swap.To; swap.To.MoveTo(from.X, from.Y);
_animals[to.X, to.Y] = swap.From; swap.From.MoveTo(to.X, to.Y);
}
示例10: OnInitialize
protected override void OnInitialize()
{
Position = new Point(0, 0);
Size = new Point(800, 600);
AddControl(new ResizePic(this, 0, 0, 3000, 800, 600));
int rowwidth = 60;
// caption string
m_Label = (TextLabel)AddControl(new TextLabel(this, 50, 8, 0, null));
// object that is hued based on the current overhue.
m_HueDisplay = (HuedControl)AddControl(new HuedControl(this, 8305));
LastControl.Position = new Point(745, 15);
((HuedControl)LastControl).Hue = 0;
// unhued object
AddControl(new HuedControl(this));
LastControl.Position = new Point(-5, 10);
((HuedControl)LastControl).Hue = 0;
// hue index 1 (uo hue -1), aka one of the "True Black" hues
AddControl(new HuedControl(this));
LastControl.Position = new Point(3, 10);
((HuedControl)LastControl).Hue = 1;
for (int i = 0; i < 3000; i++) {
AddControl(new HuedControl(this));
LastControl.Position = new Point((i % rowwidth) * 11 - 5, (i / rowwidth) * 10 + 28);
((HuedControl)LastControl).Hue = i + 2;
}
using (FileStream file = new FileStream("hues0.png", FileMode.Create)) {
HueData.HueTexture0.SaveAsPng(file, HueData.HueTexture0.Width, HueData.HueTexture0.Height);
}
using (FileStream file = new FileStream("hues1.png", FileMode.Create)) {
HueData.HueTexture1.SaveAsPng(file, HueData.HueTexture1.Width, HueData.HueTexture1.Height);
}
}
示例11: Update
public override void Update(GameTime gameTime)
{
KeyboardState keyboardState = Keyboard.GetState();
MouseState mouseState = Mouse.GetState();
Vector2 v = new Vector2(mouseState.X, mouseState.Y) / Camera2D.PhoneScale;
mousePos = new Point((int)v.X, (int)v.Y);
//if (keyboardState.IsKeyDown(Keys.F1) && prevKeyboardState.IsKeyUp(Keys.F1))
// DebugMode = !DebugMode;
#if WINDOWS
if (keyboardState.IsKeyDown(Keys.F2) && prevKeyboardState.IsKeyUp(Keys.F2))
{
BitSitsGames.bloom.Visible = !BitSitsGames.bloom.Visible;
BitSitsGames.bloom.Settings = BloomSettings.PresetSettings[5];
}
if (keyboardState.IsKeyDown(Keys.F3) && prevKeyboardState.IsKeyUp(Keys.F3))
{
bloomSettingsIndex = (bloomSettingsIndex + 1) %
BloomSettings.PresetSettings.Length;
BitSitsGames.bloom.Settings = BloomSettings.PresetSettings[bloomSettingsIndex];
}
#endif
if (keyboardState.IsKeyDown(Keys.Space) && prevKeyboardState.IsKeyDown(Keys.Space))
ShowBonds = !ShowBonds;
prevKeyboardState = keyboardState;
}
示例12: LayerSection
public LayerSection(Rectangle bounds, Point position, int order, Texture2D background)
{
_bounds = bounds;
_position = position;
_order = order;
_background = background;
}
示例13: ColorAtPositionNegativeTest
public void ColorAtPositionNegativeTest( int x, int y )
{
Point position = new Point( x, y );
Block block = new Block();
Assert.AreEqual( null, block.ColorAt( position ) );
}
示例14: Block
public Block(BlockType type, int x, int y)
: this()
{
Position = new Point(x, y);
Type = type;
Rotate = 0;
}
示例15: Draw
public override void Draw(SpriteBatchUI spriteBatch, Point position)
{
if (m_Texture == null)
{
IResourceProvider provider = ServiceRegistry.GetService<IResourceProvider>();
if (IsFemale)
{
int index = Item.ItemData.AnimID + 60000;
int indexTranslated, hueTranslated;
if (GumpDefTranslator.ItemHasGumpTranslation(index, out indexTranslated, out hueTranslated))
{
index = indexTranslated;
m_HueOverride = hueTranslated;
m_Texture = provider.GetUITexture(index);
}
}
if (m_Texture == null)
{
int index = Item.ItemData.AnimID + 50000;
int indexTranslated, hueTranslated;
if (GumpDefTranslator.ItemHasGumpTranslation(index, out indexTranslated, out hueTranslated))
{
index = indexTranslated;
m_HueOverride = hueTranslated;
m_Texture = provider.GetUITexture(index);
}
m_Texture = provider.GetUITexture(index);
}
Size = new Point(m_Texture.Width, m_Texture.Height);
}
int hue = (Item.Hue == 0 & m_HueOverride != 0) ? m_HueOverride : Item.Hue;
spriteBatch.Draw2D(m_Texture, new Vector3(position.X, position.Y, 0), Utility.GetHueVector(hue));
base.Draw(spriteBatch, position);
}