Correcting naming issue with Gleed2D
--HG-- rename : axios/Engine/Glee2D/CircleItem.cs => axios/Engine/Gleed2D/CircleItem.cs rename : axios/Engine/Glee2D/CustomProperty.cs => axios/Engine/Gleed2D/CustomProperty.cs rename : axios/Engine/Glee2D/Item.cs => axios/Engine/Gleed2D/Item.cs rename : axios/Engine/Glee2D/Layer.cs => axios/Engine/Gleed2D/Layer.cs rename : axios/Engine/Glee2D/Level.cs => axios/Engine/Gleed2D/Level.cs rename : axios/Engine/Glee2D/PathItem.cs => axios/Engine/Gleed2D/PathItem.cs rename : axios/Engine/Glee2D/RectangleItem.cs => axios/Engine/Gleed2D/RectangleItem.cs rename : axios/Engine/Glee2D/TextureItem.cs => axios/Engine/Gleed2D/TextureItem.cs
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106
axios/Engine/Gleed2D/TextureItem.cs
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106
axios/Engine/Gleed2D/TextureItem.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml;
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using System.Xml.Serialization;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content;
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using System.IO;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Common;
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using FarseerPhysics.SamplesFramework;
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using FarseerPhysics.Factories;
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namespace Axios.Engine.Glee2D
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{
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public partial class TextureItem : Item
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{
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/// <summary>
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/// The item's rotation in radians.
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/// </summary>
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public float Rotation;
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/// <summary>
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/// The item's scale factor.
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/// </summary>
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public float Scale;
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/// <summary>
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/// The color to tint the item's texture with (use white for no tint).
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/// </summary>
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public Color TintColor;
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/// <summary>
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/// If true, the texture is flipped horizontally when drawn.
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/// </summary>
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public bool FlipHorizontally;
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/// <summary>
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/// If true, the texture is flipped vertically when drawn.
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/// </summary>
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public bool FlipVertically;
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/// <summary>
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/// The path to the texture's filename (including the extension) relative to ContentRootFolder.
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/// </summary>
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public String texture_filename;
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/// <summary>
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/// The texture_filename without extension. For using in Content.Load<Texture2D>().
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/// </summary>
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public String asset_name;
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/// <summary>
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/// The XNA texture to be drawn. Can be loaded either from file (using "texture_filename")
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/// or via the Content Pipeline (using "asset_name") - then you must ensure that the texture
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/// exists as an asset in your project.
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/// Loading is done in the Item's load() method.
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/// </summary>
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Texture2D texture;
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/// <summary>
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/// The item's origin relative to the upper left corner of the texture. Usually the middle of the texture.
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/// Used for placing and rotating the texture when drawn.
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/// </summary>
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public Vector2 Origin;
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public TextureItem()
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{
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}
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/// <summary>
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/// Called by Level.FromFile(filename) on each Item after the deserialization process.
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/// Loads all assets needed by the TextureItem, especially the Texture2D.
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/// You must provide your own implementation. However, you can rely on all public fields being
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/// filled by the level deserialization process.
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/// </summary>
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public override void load(ContentManager cm, World world, ref Dictionary<string, Texture2D> cache)
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{
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//throw new NotImplementedException();
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//TODO: provide your own implementation of how a TextureItem loads its assets
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//for example:
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//this.texture = Texture2D.FromFile(<GraphicsDevice>, texture_filename);
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//or by using the Content Pipeline:
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if (!cache.ContainsKey(asset_name))
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{
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cache[asset_name] = cm.Load<Texture2D>(asset_name);
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}
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this.texture = cache[asset_name];
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//this.texture = cm.Load<Texture2D>(asset_name);
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}
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public override void draw(SpriteBatch sb)
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{
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if (!Visible) return;
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SpriteEffects effects = SpriteEffects.None;
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if (FlipHorizontally) effects |= SpriteEffects.FlipHorizontally;
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if (FlipVertically) effects |= SpriteEffects.FlipVertically;
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sb.Draw(texture, Position, null, TintColor, Rotation, Origin, Scale, effects, 0);
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}
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}
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}
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