本文整理汇总了TypeScript中ui/Game.getResourceManager函数的典型用法代码示例。如果您正苦于以下问题:TypeScript getResourceManager函数的具体用法?TypeScript getResourceManager怎么用?TypeScript getResourceManager使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了getResourceManager函数的10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TypeScript代码示例。
示例1: onExplode_
private onExplode_(projectile : Projectile, hitPlayer : Player | null) {
let animation = this.game_.getResourceManager().getSpriteSheet('explode2').getAnimation(0);
new Effect(this.game_, animation, this.bomb_.getPosition(), Vector.ZERO);
let viewport = this.game_.getViewport();
if (viewport.contains(this.bomb_.getPosition())) {
this.game_.getResourceManager().playSound('explodeBomb');
}
}
示例2: constructor
constructor(game : Game, burst : Burst) {
super(game.simulation);
this.game_ = game;
this.burst_ = burst;
this.activeAnimation_ = game.getResourceManager().getSpriteSheet('bullets').getAnimation(9);
this.activeAnimation_.setRepeatCount(-1);
this.inactiveAnimation_ = game.getResourceManager().getSpriteSheet('bullets').getAnimation(4);
this.inactiveAnimation_.setRepeatCount(-1);
Listener.add(this.burst_, 'explode', this.onExplode_.bind(this));
game.getPainter().registerDrawable(Layer.PROJECTILES, this);
}
示例3: constructor
constructor(game : Game, bullet : Bullet) {
super(game.simulation);
let level = bullet.getLevel();
this.game_ = game;
this.bullet_ = bullet;
this.animation_ = game.getResourceManager().getSpriteSheet('bullets').getAnimation(level);
this.animation_.setRepeatCount(-1);
this.bouncingAnimation_ = game.getResourceManager().getSpriteSheet('bullets').getAnimation(5 + level);
this.bouncingAnimation_.setRepeatCount(-1);
Listener.add(this.bullet_, 'explode', this.onExplode_.bind(this));
game.getPainter().registerDrawable(Layer.PROJECTILES, this);
}
示例4: constructor
constructor(game : Game, bomb : Bomb) {
super(game.simulation);
let level = bomb.getLevel();
this.game_ = game;
this.bomb_ = bomb;
this.animation_ = game.getResourceManager().getSpriteSheet((bomb.isMine()) ? 'mines' : 'bombs').getAnimation(level);
this.animation_.setRepeatCount(-1);
this.bouncingAnimation_ = game.getResourceManager().getSpriteSheet('bombs').getAnimation(level + 8);
this.bouncingAnimation_.setRepeatCount(-1);
Listener.add(this.bomb_, 'explode', this.onExplode_.bind(this));
Listener.add(this.bomb_, 'explode_jitter', this.onJitter_.bind(this));
game.getPainter().registerDrawable(Layer.PROJECTILES, this);
}
示例5: constructor
constructor(game : Game, repel : Repel) {
super(game.simulation);
this.game_ = game;
this.repel_ = repel;
this.animation_ = game.getResourceManager().getSpriteSheet('repel').getAnimation(0);
game.getPainter().registerDrawable(Layer.EFFECTS, this);
}
示例6: constructor
constructor(game : Game) {
this.game_ = game;
this.resourceManager_ = game.getResourceManager();
this.player_ = game.simulation.playerList.localPlayer;
this.statusHudImage_ = this.resourceManager_.getImage('statusHud');
this.energyFontImage_ = this.resourceManager_.getImage('energyFont');
this.ledFontImage_ = this.resourceManager_.getImage('ledFont');
game.getPainter().registerDrawable(Layer.HUD, this);
}
示例7: advanceTime
public advanceTime() {
// First advance and drop the trail.
if (!this.bomb_.isMine() && Labs.BOMB_TRAILS) {
let animation = this.game_.getResourceManager().getSpriteSheet('bombTrails').getAnimation(this.bomb_.getLevel());
new Effect(this.game_, animation, this.bomb_.getPosition(), Vector.ZERO, Layer.TRAILS);
}
this.animation_.update();
this.bouncingAnimation_.update();
}
示例8: constructor
constructor(game : Game) {
super(game.simulation),
this.resourceManager_ = game.getResourceManager();
this.map_ = game.simulation.map;
this.animations_ = [];
this.tileset_ = this.resourceManager_.getImage('tileset');
game.getPainter().registerDrawable(Layer.MAP, this);
}
示例9: constructor
constructor(game : Game, localPlayer : LocalPlayer) {
super(game, localPlayer, Layer.LOCAL_PLAYER);
this.resourceManager_ = game.getResourceManager();
this.localPlayer_ = localPlayer;
Listener.add(localPlayer, 'collect_prize', this.collectPrize_.bind(this));
Listener.add(localPlayer, 'bounce', this.bounce_.bind(this));
Listener.add(localPlayer, 'multifire', this.toggleMultifire_.bind(this));
Listener.add(localPlayer, 'capture_flag', this.captureFlag_.bind(this));
Listener.add(localPlayer, 'weapon_fired', this.weaponFired_.bind(this));
}
示例10: render
public render(viewport : Viewport) {
if (!this.bullet_.isValid()) {
this.invalidate();
return;
}
if (Labs.BULLET_TRAILS) {
let animation = this.game_.getResourceManager().getSpriteSheet('bulletTrails').getAnimation(3 + this.bullet_.getLevel());
new Effect(this.game_, animation, this.bullet_.getPosition(), Vector.ZERO, Layer.TRAILS);
}
let dimensions = viewport.getDimensions();
let x = Math.floor(this.bullet_.getPosition().x - dimensions.left - this.animation_.width / 2);
let y = Math.floor(this.bullet_.getPosition().y - dimensions.top - this.animation_.height / 2);
let animation = this.bullet_.isBouncing() ? this.bouncingAnimation_ : this.animation_;
animation.render(viewport.getContext(), x, y);
}