本文整理汇总了TypeScript中Viewport.getDimensions函数的典型用法代码示例。如果您正苦于以下问题:TypeScript getDimensions函数的具体用法?TypeScript getDimensions怎么用?TypeScript getDimensions使用的例子?那么恭喜您, 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getDimensions函数的8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: render
public render(viewport : Viewport) {
let dimensions = viewport.getDimensions();
let x = Math.floor(this.repel_.getPosition().x - dimensions.left - this.animation_.width / 2);
let y = Math.floor(this.repel_.getPosition().y - dimensions.top - this.animation_.height / 2);
this.animation_.render(viewport.getContext(), x, y);
}
示例2: render
public render(viewport : Viewport) {
let context = viewport.getContext();
let dimensions = viewport.getDimensions();
this.renderEnergyBar_(context, dimensions);
this.renderNearShipEnergyDisplay_(context, dimensions);
}
示例3: render
public render(viewport : Viewport) {
if (!this.burst_.isValid()) {
this.invalidate();
return;
}
let animation = this.burst_.isActive() ? this.activeAnimation_ : this.inactiveAnimation_;
let dimensions = viewport.getDimensions();
let x = Math.floor(this.burst_.getPosition().x - dimensions.left - animation.width / 2);
let y = Math.floor(this.burst_.getPosition().y - dimensions.top - animation.height / 2);
animation.render(viewport.getContext(), x, y);
}
示例4: render
public render(viewport : Viewport) {
if (!this.bomb_.isValid()) {
this.invalidate();
return;
}
let dimensions = viewport.getDimensions();
let x = Math.floor(this.bomb_.getPosition().x - dimensions.left - this.animation_.width / 2);
let y = Math.floor(this.bomb_.getPosition().y - dimensions.top - this.animation_.height / 2);
if (!this.bomb_.isMine() && this.bomb_.isBouncing()) {
this.bouncingAnimation_.render(viewport.getContext(), x, y);
} else {
this.animation_.render(viewport.getContext(), x, y);
}
}
示例5: 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);
}
示例6: render
public render(viewport : Viewport) {
if (!this.player_.isValid()) {
this.game_.getPainter().unregisterDrawable(this.layer_, this);
return;
}
let context = viewport.getContext();
let dimensions = viewport.getDimensions();
if (!this.player_.isAlive) {
let millis = Timer.ticksToMillis(this.localPlayer_.getRespawnTimer());
let seconds = Math.floor(millis / 1000);
let tenths = Math.floor((millis % 1000) / 100);
let time = seconds + '.' + tenths;
context.save();
context.font = Font.playerFont().toString();
context.fillStyle = Palette.friendColor();
context.fillText(time, dimensions.width / 2, dimensions.height / 2);
context.restore();
return;
}
this.localPlayer_.getExhaust().forEach((e : Exhaust) => {
const image = this.resourceManager_.getImage('exhaust');
const x = Math.floor(e.position.x - dimensions.left - image.tileWidth / 2);
const y = Math.floor(e.position.y - dimensions.top - image.tileHeight / 2);
image.render(context, x, y, e.frame);
});
super.render(viewport);
let x = Math.floor(dimensions.width / 2);
let y = Math.floor(dimensions.height / 2);
if (this.localPlayer_.isSafe()) {
context.save();
context.font = Font.playerFont().toString();
context.fillStyle = Palette.friendColor();
context.textAlign = 'center';
context.textBaseline = 'top';
context.fillText('Safety - weapons disabled.', x, y - 50);
context.restore();
}
}
示例7: renderPlayer
/**
* This function renders the given |player| with an override for |direction| and
* |position|. It's used to share player rendering code between PlayerSprite
* and DecoySprite.
*/
public static renderPlayer(game : Game, viewport : Viewport, player : Player, direction : number, position : Vector) {
let resourceManager = game.getResourceManager();
let shipImage = resourceManager.getImage('ship' + player.ship);
let dimensions = viewport.getDimensions();
let context = viewport.getContext();
let x = Math.floor(position.x - dimensions.left - shipImage.tileWidth / 2);
let y = Math.floor(position.y - dimensions.top - shipImage.tileHeight / 2);
shipImage.render(context, x, y, direction);
// Draw a label for the player's name.
let name = player.name;
let bounty = player.bounty;
let isFriend = player.isFriend(game.simulation.playerList.localPlayer);
context.save();
context.font = Font.playerFont().toString();
context.fillStyle = isFriend ? Palette.friendColor() : Palette.foeColor();
context.textAlign = 'center';
context.textBaseline = 'top';
context.fillText(name + '(' + bounty + ')', x + shipImage.tileWidth / 2, y + shipImage.tileHeight);
context.restore();
// Draw a presence indicator for the player if applicable.
let presenceImage : Image | null = null;
if (player.hasPresence(Player.Presence.AWAY)) {
presenceImage = resourceManager.getImage('presenceAway');
} else if (player.hasPresence(Player.Presence.TYPING)) {
presenceImage = resourceManager.getImage('presenceTyping');
}
if (presenceImage) {
let speechX = x + shipImage.tileWidth - Math.floor(presenceImage.tileWidth / 2);
let speechY = y - Math.floor(presenceImage.tileHeight / 2);
presenceImage.render(context, speechX, speechY);
}
}
示例8: render
public render(viewport : Viewport) {
let map = this.map_;
let dimensions = viewport.getDimensions();
let context = viewport.getContext();
let tileWidth = this.tileset_.tileWidth;
let tileHeight = this.tileset_.tileHeight;
context.save();
let halfWidth = Math.floor(dimensions.width / 2);
let halfHeight = Math.floor(dimensions.height / 2);
// Render one extra tile around the top and left in case we have a large
// rock that's only partially protruding into the viewport.
let leftTile = Math.floor((dimensions.x - halfWidth) / tileWidth) - 1;
let topTile = Math.floor((dimensions.y - halfHeight) / tileHeight) - 1;
let numHorizTiles = Math.ceil(dimensions.width / tileWidth) + 1;
let numVertTiles = Math.ceil(dimensions.height / tileHeight) + 1;
// Don't render tiles before 0th index.
topTile = Math.max(topTile, 0);
leftTile = Math.max(leftTile, 0);
// Don't draw tiles past the map width/height.
if (topTile + numVertTiles >= map.getHeight()) {
numVertTiles = map.getHeight() - topTile - 1;
}
if (leftTile + numHorizTiles >= map.getWidth()) {
numHorizTiles = map.getWidth() - leftTile - 1;
}
for (let y = topTile; y <= topTile + numVertTiles; ++y) {
for (let x = leftTile; x <= leftTile + numHorizTiles; ++x) {
let tileNum = map.getTile(x, y);
if (tileNum == TileType.NONE) {
continue;
}
let tileProperties = map.getTileProperties(tileNum);
let index = tileProperties['index'];
if (!tileProperties['animated']) {
this.tileset_.render(context,
x * tileWidth - dimensions.x + halfWidth,
y * tileHeight - dimensions.y + halfHeight,
index);
} else {
// Animated tile.
if (!this.animations_[index]) {
this.animations_[index] = this.resourceManager_.getSpriteSheet('anim' + index).getAnimation(0);
this.animations_[index].setRepeatCount(-1);
}
this.animations_[index].render(context,
x * tileWidth - dimensions.x + halfWidth,
y * tileHeight - dimensions.y + halfHeight);
}
}
}
context.restore();
}