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C# SpriteBatch.GetType方法代码示例

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


在下文中一共展示了SpriteBatch.GetType方法的3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: LoadContent

 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     if (Services.GetService(spriteBatch.GetType()) == null)
     {
         Services.AddService(typeof(SpriteBatch), spriteBatch);
     }
     contentContainer.LoadContent();
     if(screenManager.isInitialize == false)
         screenManager.Initialize();
     base.LoadContent();
 }
开发者ID:VolAnder123,项目名称:myWorks,代码行数:12,代码来源:DjangoGame.cs

示例2: RaySample

        public RaySample()
        {
            ppm = new PostProcessingManager(Hgl.Game);
            rays = new CrepuscularRays(Hgl.Game, Vector2.One * .5f, "Textures/flare", 1, .97f, .97f, .5f, .25f);
            ppm.AddEffect(rays);

            _renderer = Add(new DrawComponent(Draw));

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(Render.Device);
            Hgl.Game.Services.AddService(spriteBatch.GetType(), spriteBatch);

            rays.lightSource = rayStartingPos;

            scene = new RenderTarget2D(Render.Device, Render.Device.Viewport.Width, Render.Device.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None);

            AddBackground("Textures/Backgrounds/BGForeGround_1_1", 2f);
            AddBackground("Textures/Backgrounds/BGForeGround_1_2", 3f);
            AddBackground("Textures/Backgrounds/BGForeGround_1_3", 4f);
        }
开发者ID:hgrandry,项目名称:Mgx,代码行数:20,代码来源:RaySample.cs

示例3: LoadContent


//.........这里部分代码省略.........
            #region "physicssetup"
            // create and configure the debug view
            _debugView = new DebugViewXNA(world);
            _debugView.AppendFlags(DebugViewFlags.DebugPanel);
            _debugView.DefaultShapeColor = Color.White;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent(GraphicsDevice, Content);

            Vector2 characterPosition = new Vector2(152.9f, 120);

            characterBody = CreateCapsule(world, 14f / scale, 7f / scale, 1f, null);

            characterBody.Position = characterPosition;
            characterBody.Mass = 10000;
            characterBody.SleepingAllowed = false;
            characterBody.IsStatic = false;
            characterBody.Restitution = 0.0f;
            characterBody.Friction = 0.0f;
            characterBody.FixedRotation = true;
            characterBody.OnCollision += CharacterOnCollision;
            characterBody.OnSeparation += CharacterOnSeparation;

            ////// arm stuff
            /*armBody = BodyFactory.CreateRectangle(world, 6f / scale, 29f / scale, 1f, characterPosition+new Vector2(0/scale,-14/scale));
            armBody.Mass = 1;
            armBody.IsStatic = false;
            armBody.IgnoreCollisionWith(characterBody);

            _joint = new RevoluteJoint(armBody, characterBody, armBody.GetLocalPoint(characterBody.Position), new Vector2(4 / scale, -4 / scale));
            world.AddJoint(_joint);

            //_joint.MotorSpeed = 1.0f * Settings.Pi;
            _joint.MaxMotorTorque = 1.0f;
            _joint.MotorEnabled = false;
            _joint.CollideConnected = false;*/

            characterBody.Mass = 1;
            //armBody.Mass = 0;

            /* Circle */
            // Convert screen center from pixels to meters
            Vector2 circlePosition = (_screenCenter / scale) + new Vector2(0, -40.5f);

            // Create the circle fixture
            circleBody = BodyFactory.CreateCircle(world, 96f / (2f * scale), 1f, circlePosition);
            circleBody.BodyType = BodyType.Dynamic;

            // Give it some bounce and friction
            circleBody.Restitution = 0.3f;
            circleBody.Friction = 0.5f;

            /* Ground */
            Vector2 groundPosition = (_screenCenter / scale) + new Vector2(0, -24.25f);

            // Create the ground fixture
            groundBody = BodyFactory.CreateRectangle(world, 512f / scale, 64f / scale, 1f, groundPosition);
            groundBody.IsStatic = true;
            groundBody.Restitution = 0.3f;
            groundBody.Friction = 0.5f;

            // create and configure the debug view
            _debugView = new DebugViewXNA(world);
            _debugView.AppendFlags(DebugViewFlags.DebugPanel);
            _debugView.DefaultShapeColor = Color.White;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent(GraphicsDevice, Content);
            #endregion
            #region "blur"
            gaussianBlur = new GaussianBlur(this);
            gaussianBlur.ComputeKernel(BLUR_RADIUS, BLUR_AMOUNT);

            renderTargetWidth = 16;
            renderTargetHeight = 16;

            renderTarget1 = new RenderTarget2D(GraphicsDevice,
                renderTargetWidth, renderTargetHeight, false,
                GraphicsDevice.PresentationParameters.BackBufferFormat,
                DepthFormat.None);

            renderTarget2 = new RenderTarget2D(GraphicsDevice,
                renderTargetWidth, renderTargetHeight, false,
                GraphicsDevice.PresentationParameters.BackBufferFormat,
                DepthFormat.None);

            gaussianBlur.ComputeOffsets(renderTargetWidth, renderTargetHeight);
            #endregion
            #region "rays"
            Services.AddService(batch.GetType(), batch);

            rays.lightSource = rayStartingPos;
            rays.Exposure -= .15f;
            rays.LightSourceSize -= .5f;

            scene = new RenderTarget2D(graphics.GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None);
            sceneReg = new RenderTarget2D(graphics.GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None);
            sceneRegB = new RenderTarget2D(graphics.GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None);
            sceneRegPre = new RenderTarget2D(graphics.GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None);

            #endregion
        }
开发者ID:Zalrioth,项目名称:BitSmith,代码行数:101,代码来源:Game1.cs


注:本文中的Microsoft.Xna.Framework.Graphics.SpriteBatch.GetType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。