ParticleSprite.cs :  » Game » SDL » SdlDotNet » Particles » C# / CSharp Open Source

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C# / C Sharp
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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNet » Particles » ParticleSprite.cs
#region LICENSE
/*
 * Copyright (C) 2005 Rob Loach (http://www.robloach.net)
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#endregion LICENSE

using System;
using System.Drawing;

using SdlDotNet.Graphics;
using SdlDotNet.Graphics.Sprites;
using SdlDotNet.Core;


namespace SdlDotNet.Particles{
    /// <summary>
    /// A particle represented by a Sprite.
    /// </summary>
    /// <remarks>Use ParticleSpriteEmitter to emit this particle.</remarks>
    public class ParticleSprite : BaseParticle
    {
        /// <summary>
        /// Creates a particle sprite based off an existing sprite.
        /// </summary>
        /// <param name="sprite">The sprite to represent this particle.</param>
        public ParticleSprite(Sprite sprite)
        {
            m_Sprite = sprite;
        }
        /// <summary>
        /// Create a particle sprite with a set velocity.
        /// </summary>
        /// <param name="sprite">The sprite to associate with this particle.</param>
        /// <param name="velocity">The velocity of the particle.</param>
        public ParticleSprite(Sprite sprite, Vector velocity)
        {
            this.Velocity = velocity;
            m_Sprite = sprite;
        }
        /// <summary>
        /// Create a particle sprite at a position.
        /// </summary>
        /// <param name="sprite"></param>
        /// <param name="positionX"></param>
        /// <param name="positionY"></param>
        public ParticleSprite(Sprite sprite, float positionX, float positionY)
        {
            this.X = positionX;
            this.Y = positionY;
            m_Sprite = sprite;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="sprite"></param>
        /// <param name="positionX"></param>
        /// <param name="positionY"></param>
        /// <param name="velocity"></param>
        public ParticleSprite(Sprite sprite, float positionX, float positionY, Vector velocity)
        {
            this.X = positionX;
            this.Y = positionY;
            this.Velocity = velocity;
            m_Sprite = sprite;
        }


        /// <summary>
        /// 
        /// </summary>
        /// <param name="sprite"></param>
        /// <param name="velocity"></param>
        /// <param name="life"></param>
        public ParticleSprite(Sprite sprite, Vector velocity, int life)
        {
            this.Velocity = velocity;
            m_Sprite = sprite;
            this.Life = life;
            this.LifeFull = life;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="sprite"></param>
        /// <param name="life"></param>
        public ParticleSprite(Sprite sprite, int life)
        {
            m_Sprite = sprite;
            this.Life = life;
            this.LifeFull = life;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="sprite"></param>
        /// <param name="positionX"></param>
        /// <param name="positionY"></param>
        /// <param name="velocity"></param>
        /// <param name="life"></param>
        public ParticleSprite(Sprite sprite, float positionX, float positionY, Vector velocity, int life)
        {
            this.X = positionX;
            this.Y = positionY;
            this.Velocity = velocity;
            m_Sprite = sprite;
            this.Life = life;
            this.LifeFull = life;
        }

        private Sprite m_Sprite;
        /// <summary>
        /// The sprite representing the particle on the destination surface.
        /// </summary>
        public Sprite Sprite
        {
            get
            {
                return m_Sprite;
            }
            set
            {
                m_Sprite = value;
            }
        }
        /// <summary>
        /// Renders the sprite on the destination surface.
        /// </summary>
        /// <param name="destination">The surface to render the sprite.</param>
        public override void Render(Surface destination)
        {
            if (destination == null)
            {
                throw new ArgumentNullException("destination");
            }
            m_Sprite.Position = new Point((int)this.X, (int)this.Y);
            destination.Blit(m_Sprite);
            //m_Sprite.Render(destination);
        }

        /// <summary>
        /// Gets the height of the particle's sprite.
        /// </summary>
        public override float Height
        {
            get
            {
                return m_Sprite.Height;
            }
            set
            {
                m_Sprite.Height = (int)value;
            }
        }
        /// <summary>
        /// Gets the width of the particle's sprite.
        /// </summary>
        public override float Width
        {
            get
            {
                return m_Sprite.Width;
            }
            set
            {
                m_Sprite.Width = (int)value;
            }
        }


    }
}
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