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C# Texture2D.Count方法代码示例

本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.Texture2D.Count方法的典型用法代码示例。如果您正苦于以下问题:C# Texture2D.Count方法的具体用法?C# Texture2D.Count怎么用?C# Texture2D.Count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.Texture2D的用法示例。


在下文中一共展示了Texture2D.Count方法的4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: LoadNpcCars

        public void LoadNpcCars(World world, IList<Car> list, int quantity, Texture2D[] textures)
        {
            list.Clear(); //Delete any existing cars in operation
            var rand = new Random();
            var laneNum = 0;

            for(var i = 0; i < quantity; i++)
            {
                var spawnAttempts = 0;
                var textureId = rand.Next(0, textures.Count()-1);

                var newCar = new Car(textures[textureId]);
                world.InitializeNpcCar(newCar, laneNum, ref rand);
                world.OptimizeSpawnPosition(this, list, newCar, laneNum, ref rand, ref spawnAttempts);

                //If the car did not hit its number of maximum spawn attempts, assume it safe-spawned and spawn it
                if(spawnAttempts <= World.MaxSpawnAttempts)
                {
                    list.Add(newCar);
                    laneNum++;
                    if (laneNum >= world.Lanes.Count())
                        laneNum = 0;
                }

            }
        }
开发者ID:Aaronontheweb,项目名称:Defensive-Driver,代码行数:26,代码来源:PcCar.cs

示例2: ExplosionEngine

 public ExplosionEngine(GraphicsDevice device, Texture2D[] explosionArray, int size, int smallSize)
 {
     _textureQuad = new TextureQuad(device, explosionArray, size, size);
     _smallTextureQuad = new TextureQuad(device, explosionArray, smallSize, smallSize);
     _explosionList = new List<Explosion>();
     _maxIndex = explosionArray.Count();
     _device = device;
 }
开发者ID:robertg,项目名称:Soar,代码行数:8,代码来源:ExplosionEngine.cs

示例3: Load

        public void Load()
        {
            //jump, move, idle, attackL, attachH, attackA
            textureSpeeds = new int[6] { 0, 1, 1, 3, 2, 0 };

            for (int i = 1; i < textureSpeeds.Length; i++)
            {
                heroFrameSpeed.Add(textureNames[i, 0] + "Count", 0);
                heroFrameSpeed.Add(textureNames[i, 0] + "Frame", 0);
            }

            //load all reg card textures into dictionary ~120 count...
            //key ~ suit+number+state
            for (int i = 1; i < 11; i++)
            {
                tempy = 0;
                tempy2 = 0;
                for (int x = 1; x < 13; x++)
                {
                    if (tempy2 >= 3)
                    {
                        tempy++;
                        tempy2 = 0;
                    }
                    if (tempy >= 5)
                    {
                        tempy = 0;
                    }
                    regCards[cardTypes[tempy].ToString() + i.ToString() + cardStates[tempy2].ToString()] = Engine.GameContainer.Load<Texture2D>("Textures\\Animations\\Cards\\" + cardTypes[tempy].ToString() + "\\"
                                                                                                                                                + cardTypes[tempy].ToString() + i.ToString() + cardStates[tempy2].ToString());
                    tempy2++;
                }
            }

            //load all reg card textures into dictionary ~36 count...
            //key ~ suit+type+state
            for (int i = 0; i < 4; i++)
            {
                tempy = 0;
                tempy2 = 0;
                for (int x = 0; x < 9; x++)
                {
                    if (tempy2 >= 3)
                    {
                        tempy++;
                        tempy2 = 0;
                    }
                    if (tempy >= 5)
                    {
                        tempy = 0;
                    }
                    faceCards[cardTypes[i].ToString() + faceTypes[tempy].ToString() + cardStates[tempy2].ToString()] = Engine.GameContainer.Load<Texture2D>("Textures\\Animations\\Cards\\" + cardTypes[i].ToString() + "\\"
                                                                                                                                                           + cardTypes[i].ToString() + faceTypes[tempy].ToString() + cardStates[tempy2].ToString());
                    tempy2++;
                }
            }

            Texture2D[][] textureArray = new Texture2D[][] { //pass each array of textures into the array - same order as prev
                heroJump, heroMove, heroIdle, heroAttackL, heroAttackH,  heroAttackA,
                rabbitMove, rabbitIdle,
                caterpillarMove,
                catIdle, catFadeIn, catFadeOut,
                wormMove, wormAttack,
                hatterIdle, hatterMove,
                queenIdle, queenMove, queenPoint, queenStun, queenStunned
                };

            for (int i = 0; i < textureArray.Count(); i++)
            {
                int tempInt;
                String tempString, tempString2;
                tempInt = textureArray.Count(); // tempInt to texture array count
                Texture2D tempHold; // tempArray to new Texture2D array with length element i array length

                for (int x = 0; x < textureArray[i].Count(); x++) //loop until element i array length
                {
                    tempString = textureNames[i, 0] + x.ToString(); //tempString to name of first string in i set
                    tempString2 = textureNames[i, 1]; //tempString2 to texture name of second string in i set
                    tempHold = Engine.GameContainer.Load<Texture2D>("Textures\\Animations\\" + tempString2.ToString() + "\\" + tempString.ToString()); //load texture into temp array
                    textureArray[i][x] = tempHold; //position x of element i array = tempArray texture
                }
            }
        }
开发者ID:apolaskey,项目名称:Inkwell,代码行数:83,代码来源:mAnimation.cs

示例4: Load

        public static void Load(ContentManager content)
        {
            Pixel = content.Load<Texture2D>("Art/Images/Misc/Pixel");   // Flecks Art Contribution.

            // Load Sounds
            Sound.Load(content);

            // VIDEOS
            StartVideo = content.Load<Video>("Art/Videos/IntroVideo");
            TutVideo = content.Load<Video>("Art/Videos/TutVideo");
            GameManager.videoPlayer = new VideoPlayer();
            GameManager.videoPlayer.IsLooped = false;

            Base = content.Load<Texture2D>("Art/Images/Misc/base");
            Background = content.Load<Texture2D>("Art/Images/UI/background");

            // Trenches
            TrenchTexs = new Texture2D[16];
            for (int i = 0; i < TrenchTexs.Count(); i++)
                TrenchTexs[i] = content.Load<Texture2D>("Art/Images/Trenches/trench_" + i);

            // Terrain
            Concrete = content.Load<Texture2D>("Art/Images/Terrain/concrete");
            ConcreteBlocked = content.Load<Texture2D>("Art/Images/Terrain/concreteBlocked");
            GroundTexs = content.Load<Texture2D>("Art/Images/Terrain/new-grass");
            BlockedSquare = content.Load<Texture2D>("Art/Images/Terrain/squareBlocked");
            EnemyTex = content.Load<Texture2D>("Art/Images/Misc/ghostSquare");

            // Towers
            TowerGun = new Texture2D[4];
            for (int i = 0; i < TowerGun.Length; i++)
                TowerGun[i] = content.Load<Texture2D>("Art/Images/Towers/GunTower/minigun_lvl" + (i + 1) + "Turret");
            TowerRocket = new Texture2D[4];
            for (int i = 0; i < TowerRocket.Length; i++)
                TowerRocket[i] = content.Load<Texture2D>("Art/Images/Towers/RocketTower/RocketTurretLvl" + (i + 1));
            TowerSAM = new Texture2D[4];
            for (int i = 0; i < TowerSAM.Length; i++)
                TowerSAM[i] = content.Load<Texture2D>("Art/Images/Towers/SAMTower/SAMmk" + (i + 1));
            TowerTesla = new Texture2D[4];
            for (int i = 0; i < TowerTesla.Length; i++)
                TowerTesla[i] = content.Load<Texture2D>("Art/Images/Towers/TeslaTower/teslatower-mk" + (i + 1));

            //Enemies
            TankBottom = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_bottom");
            TankTop = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_top");
            JeepBottom = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_bottom");
            JeepTop = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_top");
            Soldier = content.Load<Texture2D>("Art/Images/UnitsEnemy/soldier");
            Helicopter = content.Load<Texture2D>("Art/Images/UnitsEnemy/helicopter");
            Transport = content.Load<Texture2D>("Art/Images/UnitsEnemy/transport");
            TankBottomBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_bottom_blue");
            TankTopBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_top_blue");
            TankBottomRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_bottom_red");
            TankTopRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_top_red");
            JeepBottomBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_bottom_blue");
            JeepTopBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_top");
            JeepTopRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_top");
            JeepBottomRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_bottom_red");
            SoldierBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/soldier_blue");
            SoldierRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/soldier_red");
            TransportBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/transport_blue");
            TransportRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/transport_red");

            //Friendlies
            FriendlySoldier = content.Load<Texture2D>("Art/Images/UnitsPlayer/army_man_good");
            FriendlyMechanic = content.Load<Texture2D>("Art/Images/UnitsPlayer/mechanic");

            // Projectiles
            Projectile = content.Load<Texture2D>("Art/Images/Projectiles/Projectile");
            ProjectileGun = content.Load<Texture2D>("Art/Images/Projectiles/bullet");
            ProjectileRocket = content.Load<Texture2D>("Art/Images/Projectiles/missile");
            ProjectileSAM = content.Load<Texture2D>("Art/Images/Projectiles/sam-missile");
            ProjectileTesla = content.Load<Texture2D>("Art/Images/Projectiles/tesla-zappy");

            // UI
            uiUp = content.Load<Texture2D>("Art/Images/UI/ui-template-topbar");
            uiSide = content.Load<Texture2D>("Art/Images/UI/ui-side");
            ButtonsBase = new Texture2D[4];
            for (int i = 0; i < 4; i++)
                ButtonsBase[i] = content.Load<Texture2D>("Art/Images/UI/Buttons/ButtonBase" + i);
            ButtonsTower = new Texture2D[5];
            for (int i = 0; i < 5; i++)
                ButtonsTower[i] = content.Load<Texture2D>("Art/Images/UI/Buttons/ButtonTower" + i);
            ButtonsMisc = new Texture2D[1];
            for (int i = 0; i < 1; i++)
                ButtonsMisc[i] = content.Load<Texture2D>("Art/Images/UI/Buttons/ButtonMisc" + i);

            HpBar = new Texture2D[2];
            for (int i = 0; i < 2; i++)
                HpBar[i] = content.Load<Texture2D>("Art/Images/UI/hpBar" + i);

            //effects
            BloodSplats = content.Load<Texture2D>("Art/Images/Effect/BLOOD");
            Explosions = content.Load<Texture2D>("Art/Images/Effect/explosion-sprite");
            ButtonEffectTexture = content.Load<Texture2D>("Art/Images/UI/Buttons/ButtonEffect");
            tabTestTexture = content.Load<Texture2D>("Art/Images/UI/Buttons/tabTestTex");

            //tab portraits
            HitlerPort = content.Load<Texture2D>("Art/Images/Portraits/Hitler");
            ChurchilPort = content.Load<Texture2D>("Art/Images/Portraits/Churchil");
//.........这里部分代码省略.........
开发者ID:GameDotRun,项目名称:DefendTheBase,代码行数:101,代码来源:Art.cs


注:本文中的Microsoft.Xna.Framework.Graphics.Texture2D.Count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。