1365 lines
61 KiB
C#
1365 lines
61 KiB
C#
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.Threading.Tasks;
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using System.Threading;
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using System.ComponentModel;
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using System.Drawing;
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using System.Windows.Forms;
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using System.IO;
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using System.IO.Packaging;
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namespace SpriteLibrary
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{
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/// <summary>
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/// SpriteLibrary is a .net graphical library for creating and controlling sprites on a PictureBox.
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///
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/// A sprite is an animated image that can be moved around on a
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/// picturebox. You can give the sprite an initial location, and either move it around manually or give it
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/// specific movement controls.
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///
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/// To use this library, you will need to add a reference to it in your project. You will also need a reference to
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/// "Windows Base."
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/// In the solution explorer, if you right-click your project and go to "add", and then "reference" and click
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/// "WindowsBase" towards the bottom.
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/// On that same window, on the left, click "browse." Then, click the "Browse..." button and find the sprite-library dll.
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/// The main places to find the SpriteLibrary and sample programs using this SpriteLibrary are here:
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/// <see href="http://www.codeproject.com/Articles/1085446/Using-Sprites-Inside-Windows-Forms"/>
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/// and
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/// <see href="http://tyounglightsys.ddns.info/SpriteLibrary"/>
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/// </summary>
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internal class NamespaceDoc
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{
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}
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/// <summary>
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/// The various types of collisions a sprite can have. Currently only rectangle works. The other types were added when I
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/// thought the different types of collision types were needed. Someday we may add these if we find they are useful, or if
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/// someone else decides they want to help program the SpriteLibrary. These values are primarily used in Sprite Events
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/// </summary>
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public enum SpriteCollisionMethod {
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/// <summary>
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/// Checks if the two rectangles that contain the sprites overlap. Each rectangle is the starting location of the sprite
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/// (top left) with the sprite width, and height marking the other sides of the rectangle.
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/// </summary>
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rectangle,
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/// <summary>
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/// Draws a circle (ellipse) inside the sprite rectangles and see if those ellipses overlap
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/// </summary>
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circle,
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/// <summary>
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/// Check to see if nontransparent portions of a sprite collide. Not working.
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/// </summary>
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transparency }
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/// <summary>
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/// A structure that contains the width and height adjustment ratio. Use this if you need to manually calculate positions
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/// between the PictureBox that the sprite is in, and the Background Image itself.
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/// </summary>
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public struct SpriteAdjustmentRatio {
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/// <summary>
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/// Divide a picturebox ratio by this to get the image location. Multiply an image location by this to get the picturebox location.
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/// </summary>
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public double width_ratio;
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/// <summary>
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/// Divide a picturebox ratio by this to get the image location. Multiply an image location by this to get the picturebox location.
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/// </summary>
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public double height_ratio; }
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/// <summary>
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/// The type of pause signals you can give a sprite or the sprite controller
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/// </summary>
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public enum SpritePauseType {
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/// <summary>
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/// Pause the animating. Animation resumes from the current frame when we unpause. A paused animation will continue
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/// to display the same image frame until it is unpaused.
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/// </summary>
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PauseAnimation,
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/// <summary>
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/// Pause any automatic movement. Movement resumes where it was left off if you unpause. The sprite will
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/// just sit there until unpaused.
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/// </summary>
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PauseMovement,
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/// <summary>
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/// Pause events. Sprite collisions, movement checks, etc are stopped until the unpause.
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/// </summary>
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PauseEvents,
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/// <summary>
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/// All pausable things are paused. PauseAnimation, PauseMovement, and PauseEvents.
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/// </summary>
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PauseAll }
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/// <summary>
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/// A sprite controller is the main heart of the sprite class. Each SpriteController manages one picturebox.
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/// If at all possible, try to keep each game in one picturebox, and try to avoid making and destroying
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/// new forms with SpriteController/pictureboxes in them. It is hard to destroy them completely.
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/// </summary>
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/// <example>
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/// A sprite controller controls animations and
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/// can help you check for <see cref="SpriteController.IsKeyPressed(Keys)">key-presses.</see> To make a sprite controller,
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/// you need to have one defined for your main form:
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/// <code language="C#">
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/// SpriteController MySpriteController;
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/// </code>
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/// And then, when the form is created, after the InitializeComponents() function, you
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/// need to configure the drawing area and create the sprite controller:
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/// <code language="C#">
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/// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
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/// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
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/// MySpriteController = new SpriteController(MainDrawingArea);
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/// </code>
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/// In this case, MainDrawingArea is the picturebox where all the sprites will be displayed.
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/// </example>
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public class SpriteController
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{
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Image MyOriginalImage; //The untainted background
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PictureBox DrawingArea; //The PictureBox we draw ourselves on
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List<Sprite> Sprites = new List<Sprite>();
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/// <summary>
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/// Since everything needs a random number generator, we make one that should be accessible throughout your program.
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/// </summary>
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public Random RandomNumberGenerator = new Random();
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/// <summary>
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/// This is only used by the SpriteController. It allows us to queue up invalidation requests.
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/// </summary>
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private List<Rectangle> InvalidateList = new List<Rectangle>();
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private KeyMessageFilter MessageFilter = new KeyMessageFilter();
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/// <summary>
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/// The count of all the sprites the controller knows about. This includes named
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/// sprites, which may not be visible.
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/// </summary>
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public int SpriteCount { get { return Sprites.Count; } }
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System.Windows.Forms.Timer MyTimer = new System.Windows.Forms.Timer();
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//private bool lockObject=false;
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//System.Threading.Timer ThreadTimer;
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//These two are used for tracking mouse-leave, and mouse enter functions.
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private Point MousePoint = Point.Empty;
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private List<Sprite> SpritesUnderMouse = new List<Sprite>();
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private List<Sprite> SpritesUnderMouseTransparent = new List<Sprite>();
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private SpriteAdjustmentRatio _AdjustmentRatio;
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/// <summary>
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/// If your sprite images need substantial growing or shrinking when displayed, you can try setting this to "true"
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/// to see if it makes it run any faster. What it does is to resize the image once, and keep a cached copy of that
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/// image at that size. If you use the same sprite, but with different sizes, setting this to "True" may actually slow
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/// down the game instead of speeding it up.
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/// </summary>
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public bool OptimizeForLargeSpriteImages = false;
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/// <summary>
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/// Create a sprite controller, specifying the picturebox on which the sprites
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/// will be displayed. You want to have the PictureBox already defined, and a background image
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/// already set for the PictureBox.
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/// </summary>
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/// <example>
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/// This is an example of a Form class that defines a SpriteController. The MainDrawingArea is a
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/// <see cref="System.Windows.Forms.PictureBox">PictureBox.</see>
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/// <code lang="C#">
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/// public partial class ShootingFieldForm : Form
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/// {
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/// public ShootingFieldForm()
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/// {
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/// InitializeComponent();
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/// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
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/// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
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/// MySpriteController = new SpriteController(MainDrawingArea);
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/// }
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/// }
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/// </code>
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/// </example>
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/// <param name="Area">The <see cref="System.Windows.Forms.PictureBox">PictureBox.</see>
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/// that the sprites will be drawn in</param>
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public SpriteController(PictureBox Area)
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{
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DrawingArea = Area;
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Local_Setup();
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}
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/// <summary>
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/// Create a sprite controller, specifying the picturebox on which the sprites
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/// will be displayed.
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/// </summary>
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/// <example>
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/// This is an example of a Form class that defines a SpriteController. The MainDrawingArea is a
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/// <see cref="System.Windows.Forms.PictureBox">PictureBox.</see> While defining the SpriteController, we
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/// are also setting a function used for the <see cref="SpriteLibrary.SpriteController.DoTick">DoTick.</see> event.
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/// <code lang="C#">
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/// public partial class ShootingFieldForm : Form
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/// {
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/// public ShootingFieldForm()
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/// {
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/// InitializeComponent();
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/// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
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/// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
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/// MySpriteController = new SpriteController(MainDrawingArea, CheckForKeyPress);
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/// }
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///
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/// private void CheckForKeyPress(object sender, EventArgs e)
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/// {
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/// //Do stuff here
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/// }
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/// }
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///
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/// </code>
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/// </example>
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/// <param name="Area">The picturebox that the sprites will be drawn in</param>
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/// <param name="TimerTickMethod">A function on the form that you want to have run every tick</param>
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public SpriteController(PictureBox Area, System.EventHandler TimerTickMethod)
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{
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DrawingArea = Area;
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Local_Setup();
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DoTick += new System.EventHandler(TimerTickMethod);
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}
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/// <summary>
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/// Define some things and set up some things that need defining at instantiation
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/// </summary>
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private void Local_Setup()
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{
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//Make a clone of the background image. We take images from the "original image"
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//when we want to erase a sprite and re-draw it elsewhere.
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if (DrawingArea.BackgroundImage == null)
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{
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DrawingArea.BackgroundImage = new Bitmap(800, 600);
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Graphics.FromImage(DrawingArea.BackgroundImage).FillRectangle(new SolidBrush(Form.DefaultBackColor),
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new Rectangle(0,0,800,600)); //Fill it with the default background color.
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}
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MyOriginalImage = (Image)DrawingArea.BackgroundImage.Clone(); //Duplicate it and store it
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//The messagefilter allows us to check for keypresses.
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Application.AddMessageFilter(MessageFilter);
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//Set up the timer.
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MyTimer.Interval = 10;
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MyTimer.Tick += TimerTick;
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MyTimer.Start();
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//ThreadTimer = new System.Threading.Timer(TryTimer, null, 0, 10);
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//Add a mouseclick event
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DrawingArea.MouseClick += MouseClickOnBox;
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DrawingArea.MouseHover += MouseHover;
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DrawingArea.MouseMove += MouseMove;
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//Add a function to be called when the parent form is resized. This keeps things from
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//Misbehaving immediately after a resize.
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Form tParent = (Form)DrawingArea.FindForm();
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//tParent.ResizeEnd += ProcessImageResize;
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tParent.SizeChanged += ProcessImageResize;
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}
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/// <summary>
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/// Change the Tick Interval. By default, the spritecontroller does a tick every 10ms, which
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/// is very fast. Some people may prefer it to happen less regularly. Must be > 5, and less than 1001
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/// </summary>
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/// <param name="newTickMilliseconds">The new tick interval</param>
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public void ChangeTickInterval(int newTickMilliseconds)
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{
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if (newTickMilliseconds < 5) return;
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if (newTickMilliseconds > 1000) return;
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MyTimer.Interval = newTickMilliseconds;
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}
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//private void TryTimer(object state)
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//{
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// if (System.Threading.Monitor.TryEnter(lockObject,10))
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// {
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// try
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// {
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// // Work here
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// DoTick(null,null);
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// }
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// finally
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// {
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// System.Threading.Monitor.Exit(lockObject);
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// }
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// }
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//}
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/// <summary>
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/// Allow the sprite sort-method to be overridden.
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/// </summary>
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/// <example>
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/// The default sprite sort method is:
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/// <code lang="C#">
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/// SpriteComparisonDelegate = delegate (Sprite first, Sprite second) { return first.Zvalue.CompareTo(second.Zvalue); };
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/// </code>
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/// Which compares just the Zvalues of the two sprites. Often you will want to have a more refined sort. The sort
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/// order determines which sprites appear on top of other sprites. In the default state, if two sprites have the
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/// same Zvalue, it is very uncleaer which one will draw on top of the other one. By overridding this sort function,
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/// you can specify a very precise order of which sprite is on top and which is behind.
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/// </example>
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public Comparison<Sprite> SpriteComparisonDelegate = null;
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/// <summary>
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/// This is what happens when someone clicks on the PictureBox. We want to pass any Click events to the Sprite
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void MouseClickOnBox(object sender, MouseEventArgs e)
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{
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List<Sprite> SpritesHere = SpritesAtPoint(e.Location);
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foreach(Sprite one in SpritesHere.ToList())
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{
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one.ClickedOn(SpriteCollisionMethod.rectangle);
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if (one.SpriteAtPictureBoxPoint(e.Location, SpriteCollisionMethod.transparency))
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one.ClickedOn(SpriteCollisionMethod.transparency);
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}
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}
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/// <summary>
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/// Check to see if we are hovering over anything
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void MouseHover(object sender, EventArgs e)
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{
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if (MousePoint == Point.Empty) return;
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List<Sprite> SpritesHere = SpritesAtPoint(MousePoint);
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Point Place = DrawingArea.PointToClient(Cursor.Position);
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foreach (Sprite one in SpritesHere.ToList())
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{
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one.HoverOver();
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if (one.SpriteAtPictureBoxPoint(Place, SpriteCollisionMethod.transparency))
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one.HoverOverTransparent();
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}
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}
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//Track when we move over a new sprite, and when we leave a sprite. Check to see if the sprite
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//Is transparent at that spot to determine if we are moving over transparent or just in the rectangle
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private void MouseMove(object sender, MouseEventArgs e)
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{
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try {
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MousePoint = e.Location;
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List<Sprite> SpritesHere = SpritesAtPoint(e.Location);
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List<Sprite> OldSprites = new List<Sprite>();
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List<Sprite> OldSpritesTransparent = new List<Sprite>();
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List<Sprite> NewSpritesTransparent = new List<Sprite>();
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OldSprites.AddRange(SpritesUnderMouse);
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OldSpritesTransparent.AddRange(SpritesUnderMouseTransparent);
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SpritesUnderMouse.Clear();
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SpritesUnderMouseTransparent.Clear();
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bool IsTransparent = false;
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Point Place = MousePoint;
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foreach (Sprite one in SpritesHere.ToList())
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{
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IsTransparent = false;
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//Console.WriteLine("Testing mouseover");
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if (one.SpriteAtPictureBoxPoint(Place, SpriteCollisionMethod.transparency))
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{
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// Console.WriteLine("Is Transparent!");
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IsTransparent = true;
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NewSpritesTransparent.Add(one);
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}
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if (!OldSprites.Contains(one))
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{
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//This is the first time we have run into it
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one.Enter();
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}
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if (IsTransparent && !OldSpritesTransparent.Contains(one))
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{
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//Console.WriteLine("Calling EnterTransparent");
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one.EnterTransparent();
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}
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if (IsTransparent)
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{
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OldSpritesTransparent.Remove(one);
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}
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OldSprites.Remove(one);
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}
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//Now, anything we have not "removed" is a sprite we are no longer over.
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foreach (Sprite donewith in OldSprites.ToList())
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{
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donewith.Leave();
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}
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foreach (Sprite donewith in OldSpritesTransparent.ToList())
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{
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//Console.WriteLine("Calling LeaveTransparent");
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donewith.LeaveTransparent();
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}
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SpritesUnderMouse.AddRange(SpritesHere);
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SpritesUnderMouseTransparent.AddRange(NewSpritesTransparent);
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}
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catch (AggregateException ee)
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{
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Console.WriteLine(ee.ToString());
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}
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}
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/// <summary>
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/// Replace the image on which the sprites are drawn. Use this when you move to a new playing field,
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/// or want to have a different background
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/// <example>
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/// Replacing the background image is actually a lot more complex than you might imagine. Once you use the
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/// below code, it can be done without any problem. But you need to do it this way, or it just goofs up in
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/// a number of small ways.
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/// You need to tell the sprite controller that you are replacing the background image,
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/// and you need to change the image to that image as well.Because the Images are actually
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/// pointers to memory where the image sets, changes to one image will affect the other image.This goofs
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/// things up, so what we do is duplicate the image twice, and tell the sprite controller to use one of the
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/// copies and then set the background to be the other one of the two copies.Finally, we tell the picturebox
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/// to invalidate itself.That does everything that is needed.
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/// <code lang="C#">
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/// void ReplaceBackground(Image NewBackground)
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///{
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/// if (MyController == null) return;
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/// if (NewBackground == null) return;
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///
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/// Image OneImage = new Bitmap(NewBackground);
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/// MyController.ReplaceOriginalImage(OneImage);
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///
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/// Image TwoImage = new Bitmap(NewBackground);
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/// pb_map.BackgroundImage = TwoImage;
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/// pb_map.Invalidate();
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///}
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/// </code>
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/// </example>
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/// </summary>
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/// <param name="tImage">The new image that all sprites will be drawn on</param>
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public void ReplaceOriginalImage(Image tImage)
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{
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if(MyOriginalImage == null)
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{
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MyOriginalImage = (Image)DrawingArea.BackgroundImage.Clone();
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}
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else
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{
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Graphics.FromImage(MyOriginalImage).Clear(Color.Transparent); //erase the old image
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Graphics.FromImage(MyOriginalImage).DrawImage(tImage, new Rectangle(0, 0, MyOriginalImage.Width, MyOriginalImage.Height));
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Graphics.FromImage(DrawingArea.BackgroundImage).Clear(Color.Transparent); //erase the old image
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Graphics.FromImage(DrawingArea.BackgroundImage).DrawImage(tImage, new Rectangle(0, 0, MyOriginalImage.Width, MyOriginalImage.Height));
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}
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DrawingArea.Invalidate();
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}
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/// <summary>
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/// Notify the sprite controller that you have changed the background image on the
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/// PictureBox. Whatever background is on the picturebox is now used to draw all the sprites on.
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/// </summary>
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public void ReplaceOriginalImage()
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{
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if (MyOriginalImage == null)
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{
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MyOriginalImage = (Image)DrawingArea.BackgroundImage.Clone();
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}
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else
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{
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Graphics.FromImage(MyOriginalImage).DrawImage(DrawingArea.BackgroundImage, new Rectangle(0, 0, MyOriginalImage.Width, MyOriginalImage.Height));
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}
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}
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/// <summary>
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/// The function called by the timer every 10 millisecods We also call do_tick, which
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/// is the function defined by the user. This is usually where they will do the majority of the work.
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void TimerTick(object sender, EventArgs e)
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{
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//If we have added a function to call on the timer, do it.
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DoTick(sender, e);
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Tick();
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}
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/// <summary>
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/// The function called by the timer every 10 millisecods This is usually where you will do the majority of the work.
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/// You can define this manually, or when you <see cref="SpriteLibrary.SpriteController.SpriteController(PictureBox, EventHandler)">instantiate the SpriteController</see>
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/// </summary>
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/// <example>
|
|
/// The Sprite controller uses a <see cref="System.Windows.Forms.Timer">System.Windows.Forms.Timer.</see> This timer is notoriously un-precise, but it is very
|
|
/// easy to set up initially. It tries to fire off every 10 milliseconds, but it can fire off incredibly
|
|
/// slowly if you have long pieces of code; the DoTick function needs to finish before it can start again. You want all your
|
|
/// functions to run as quickly as possible to avoid things looking jerky.
|
|
/// Most programs you will make using the sprite library will begin by tapping into the DoTick Event.
|
|
/// Every time the sprite controller is ready to pass control back to your program, it will call
|
|
/// the DoTick event. You want to see if you should be doing anything, and then exiting the do-tick function.
|
|
/// <code lang = "C#">
|
|
/// public partial class ShootingFieldForm : Form
|
|
/// {
|
|
/// public ShootingFieldForm()
|
|
/// {
|
|
/// InitializeComponent();
|
|
/// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
|
|
/// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
|
|
/// MySpriteController = new SpriteController(MainDrawingArea, CheckForKeyPress);
|
|
/// }
|
|
///
|
|
/// private void CheckForKeyPress(object sender, EventArgs e)
|
|
/// {
|
|
/// bool left = false;
|
|
/// bool right = false;
|
|
/// bool space = false;
|
|
/// bool didsomething = false;
|
|
/// TimeSpan duration = DateTime.Now - LastMovement;
|
|
/// if (duration.TotalMilliseconds < 100)
|
|
/// return;
|
|
/// LastMovement = DateTime.Now;
|
|
/// if (MySpriteController.IsKeyPressed(Keys.A) || MySpriteController.IsKeyPressed(Keys.Left))
|
|
/// {
|
|
/// left = true;
|
|
/// }
|
|
/// if (MySpriteController.IsKeyPressed(Keys.D)||MySpriteController.IsKeyPressed(Keys.Right))
|
|
/// {
|
|
/// right = true;
|
|
/// }
|
|
/// if (left && right) return; //do nothing if we conflict
|
|
/// if (left)
|
|
/// {
|
|
/// if (LastDirection != MyDir.left)
|
|
/// {
|
|
/// Spaceship.SetSpriteDirectionDegrees(180);
|
|
/// //We want to only change animation once. Every time we change
|
|
/// //the animation, it starts at the first frame again.
|
|
/// Spaceship.ChangeAnimation(0);
|
|
/// LastDirection = MyDir.left;
|
|
/// }
|
|
/// didsomething = true;
|
|
/// Spaceship.MovementSpeed = 15;
|
|
/// Spaceship.AutomaticallyMoves = true;
|
|
/// }
|
|
/// if (right)
|
|
/// {
|
|
/// if (LastDirection != MyDir.right)
|
|
/// {
|
|
/// Spaceship.SetSpriteDirectionDegrees(0);
|
|
/// Spaceship.ChangeAnimation(0);
|
|
/// LastDirection = MyDir.right;
|
|
/// }
|
|
/// didsomething = true;
|
|
/// Spaceship.AutomaticallyMoves = true;
|
|
/// Spaceship.MovementSpeed = 15;
|
|
/// }
|
|
/// if(!didsomething)
|
|
/// {
|
|
/// LastDirection = MyDir.stopped;
|
|
/// //No keys pressed. Stop moving
|
|
/// Spaceship.MovementSpeed = 0;
|
|
/// }
|
|
/// }
|
|
/// </code>
|
|
/// </example>
|
|
public event EventHandler DoTick = delegate { };
|
|
|
|
/// <summary>
|
|
/// Process a form resize by recalculating all the picturebox locations for all sprites.
|
|
/// </summary>
|
|
/// <param name="sender">The form</param>
|
|
/// <param name="e">Form event args</param>
|
|
internal void ProcessImageResize(object sender, EventArgs e)
|
|
{
|
|
//Go through all sprites and recalculate the Ratio.
|
|
foreach (Sprite oneSprite in Sprites)
|
|
{
|
|
oneSprite.RecalcPictureBoxLocation();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Count the number of sprites that were duplicated from the sprite with the specified name. When you use a
|
|
/// <see cref="SpriteLibrary.SpriteController.DuplicateSprite(string)">SpriteController.DuplicateSprite(string)</see>
|
|
/// command, it creates a new sprite that is based off the named sprite. This function will count those duplicated sprites.
|
|
/// </summary>
|
|
/// <param name="Name">The name to look for</param>
|
|
/// <returns>The count of sprites that are duplicates of the specified name</returns>
|
|
public int CountSpritesBasedOff(string Name)
|
|
{
|
|
int count = 0;
|
|
foreach (Sprite OneSprite in Sprites)
|
|
{
|
|
if (OneSprite.SpriteOriginName == Name)
|
|
count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a list of all sprites
|
|
/// </summary>
|
|
/// <returns>A list of all sprites</returns>
|
|
public List<Sprite> AllSprites()
|
|
{
|
|
return Sprites;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return all sprites that were based off a particular sprite name.
|
|
/// When you use a
|
|
/// <see cref="SpriteLibrary.SpriteController.DuplicateSprite(string)">SpriteController.DuplicateSprite(string)</see>
|
|
/// command, it creates a new sprite that is based off the named sprite. This function returns a list of those
|
|
/// duplicated sprites.
|
|
/// </summary>
|
|
/// <param name="SpriteName">The sprite name to find</param>
|
|
/// <returns>A list of sprites that were based off the named sprite</returns>
|
|
public List<Sprite> SpritesBasedOff(string SpriteName)
|
|
{
|
|
List<Sprite> newList = new List<Sprite>();
|
|
foreach(Sprite one in Sprites)
|
|
{
|
|
if (one.SpriteOriginName == SpriteName)
|
|
newList.Add(one);
|
|
}
|
|
return newList;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a list of all sprites which have been drawn on the image
|
|
/// </summary>
|
|
/// <returns>A list of sprites that have been drawn</returns>
|
|
public List<Sprite> SpritesThatHaveBeenDrawn()
|
|
{
|
|
List<Sprite> newList = new List<Sprite>();
|
|
foreach (Sprite one in Sprites)
|
|
{
|
|
if (one.HasBeenDrawn)
|
|
newList.Add(one);
|
|
}
|
|
return newList;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a list of all sprites which are not master sprites (which are duplicates of something)
|
|
/// </summary>
|
|
/// <returns>A list of sprites</returns>
|
|
public List<Sprite> SpritesBasedOffAnything()
|
|
{
|
|
List<Sprite> newList = new List<Sprite>();
|
|
foreach (Sprite one in Sprites)
|
|
{
|
|
if (one.SpriteOriginName != "" && one.SpriteOriginName != null)
|
|
newList.Add(one);
|
|
}
|
|
return newList;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return an adjustment ratio. This is the image-size to picture-box ratio.
|
|
/// It is used for calculating precise pixels or picture-box locations.
|
|
/// </summary>
|
|
/// <returns>A SpriteAdjustmentRatio containing the current ratio of picture-box pixels to image-box pixels</returns>
|
|
public SpriteAdjustmentRatio ReturnAdjustmentRatio()
|
|
{
|
|
|
|
//if (_AdjustmentRatio.height_ratio != 0 && _AdjustmentRatio.width_ratio != 0)
|
|
// return _AdjustmentRatio;
|
|
//default to stretch
|
|
lock(DrawingArea) lock (MyOriginalImage)
|
|
{
|
|
|
|
SpriteAdjustmentRatio Ratio = new SpriteAdjustmentRatio();
|
|
switch (DrawingArea.BackgroundImageLayout)
|
|
{
|
|
case ImageLayout.Center:
|
|
case ImageLayout.None:
|
|
case ImageLayout.Tile:
|
|
case ImageLayout.Zoom:
|
|
case ImageLayout.Stretch:
|
|
default:
|
|
//This is the code for Stretch.
|
|
double CRW = DrawingArea.ClientRectangle.Width;
|
|
double MOIW = MyOriginalImage.Width;
|
|
Ratio.width_ratio =CRW / MOIW;
|
|
double CRH = DrawingArea.ClientRectangle.Height;
|
|
double MOIH = MyOriginalImage.Height;
|
|
Ratio.height_ratio = CRH / MOIH;
|
|
break;
|
|
}
|
|
_AdjustmentRatio = Ratio;
|
|
return Ratio;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This takes a point, the location on a picturebox, and returns the corresponding point on the BackgroundImage.
|
|
/// Picturebox locations are "sloppy"; the background image locations are very precise. Since this takes a "sloppy"
|
|
/// number and returns a precise number, it does some rounding to figure out where the specified location is.
|
|
/// </summary>
|
|
/// <param name="LocationOnPicturebox">A point on the picturebox that you want the corresponding image pixel location for.</param>
|
|
/// <returns>A point (x,y) on the background image which corresponds to the picture-box coordinates you sent into the function.</returns>
|
|
public Point ReturnPointAdjustedForImage(Point LocationOnPicturebox)
|
|
{
|
|
SpriteAdjustmentRatio Ratio = ReturnAdjustmentRatio();
|
|
Point returnedPoint = new Point((int)(LocationOnPicturebox.X / Ratio.width_ratio), (int)(LocationOnPicturebox.Y / Ratio.height_ratio));
|
|
return returnedPoint;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the height of an object in picture-box terms. It is basically the virtual height
|
|
/// of the sprite or other item.
|
|
/// </summary>
|
|
/// <param name="Height">The image-box heigh (or sprite height)</param>
|
|
/// <returns>An integer that corresponds to the hight as displayed in the picturebox</returns>
|
|
public int ReturnPictureBoxAdjustedHeight(int Height)
|
|
{
|
|
SpriteAdjustmentRatio Ratio = ReturnAdjustmentRatio();
|
|
int returnedAmount = (int)(Height * Ratio.height_ratio);
|
|
return returnedAmount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the width of an object in picture-box terms. It takes the width of a sprite or other
|
|
/// item that is being displayed on the screen, and calculates the width as displayed in the
|
|
/// picture-box (taking into consideration stretching or shrinking)
|
|
/// </summary>
|
|
/// <param name="Width">An integer width of the drawn item</param>
|
|
/// <returns>An integer that contains the number of pixels wide it is on the picturebox</returns>
|
|
public int ReturnPictureBoxAdjustedWidth(int Width)
|
|
{
|
|
SpriteAdjustmentRatio Ratio = ReturnAdjustmentRatio();
|
|
int returnedAmount = (int)(Width * Ratio.width_ratio);
|
|
return returnedAmount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This does the reverse of an adjusted point. It takes a point on the image and
|
|
/// transforms it to one on the PictureBox
|
|
/// </summary>
|
|
/// <param name="LocationOnImage">A point on the image, using the x and y pixels on the image</param>
|
|
/// <returns>A location that can be used on the picture-box, taking into consideration the image being stretched.</returns>
|
|
public Point ReturnPictureBoxAdjustedPoint(Point LocationOnImage)
|
|
{
|
|
SpriteAdjustmentRatio Ratio = ReturnAdjustmentRatio();
|
|
Point returnedPoint = new Point((int)(LocationOnImage.X * Ratio.width_ratio), (int)(LocationOnImage.Y * Ratio.height_ratio));
|
|
return returnedPoint;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adjust a rectangle that is based on the image, according to the stretch of the picturebox
|
|
/// </summary>
|
|
/// <param name="ImageRectangle">A rectangle using coordinates from the image</param>
|
|
/// <returns>a rectangle that is adjusted for the PictureBox</returns>
|
|
public Rectangle AdjustRectangle(Rectangle ImageRectangle)
|
|
{
|
|
if (DrawingArea.BackgroundImageLayout == ImageLayout.Stretch)
|
|
{
|
|
SpriteAdjustmentRatio Ratio = ReturnAdjustmentRatio();
|
|
double width_ratio = Ratio.width_ratio;
|
|
double height_ratio = Ratio.height_ratio;
|
|
int x, y, width, height;
|
|
x = (int)(ImageRectangle.X * width_ratio);
|
|
y = (int)(ImageRectangle.Y * height_ratio);
|
|
width = (int)(ImageRectangle.Width * width_ratio);
|
|
height = (int)(ImageRectangle.Height * height_ratio);
|
|
|
|
Rectangle newRec = new Rectangle(x, y, width, height);
|
|
return newRec;
|
|
}
|
|
|
|
return ImageRectangle; //If we do not know what it is, return the curent
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adjust an image point so that it conforms to the picturebox.
|
|
/// </summary>
|
|
/// <param name="LocationOnImage">The image location</param>
|
|
/// <returns>the corresponding point on the PictuerBox</returns>
|
|
public Point AdjustPoint(Point LocationOnImage)
|
|
{
|
|
SpriteAdjustmentRatio Ratio = ReturnAdjustmentRatio();
|
|
double width_ratio = Ratio.width_ratio;
|
|
double height_ratio = Ratio.height_ratio;
|
|
int x, y;
|
|
x = (int)(LocationOnImage.X * width_ratio);
|
|
y = (int)(LocationOnImage.Y * height_ratio);
|
|
return new Point(x, y);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invalidate a rectangle that is specified in image coordinates
|
|
/// </summary>
|
|
/// <param name="ImageRectangle">A rectangle based on the image coordinates</param>
|
|
/// <param name="QueueUpInvalidation">Whether to do it now, or to queue it up for another time.</param>
|
|
public void Invalidate(Rectangle ImageRectangle, bool QueueUpInvalidation = true)
|
|
{
|
|
if (QueueUpInvalidation)
|
|
{
|
|
InvalidateList.Add(ImageRectangle);
|
|
}
|
|
else
|
|
{
|
|
//Figure out the area we are looking at
|
|
if (DrawingArea.BackgroundImageLayout == ImageLayout.Stretch)
|
|
{
|
|
Rectangle newRec = AdjustRectangle(ImageRectangle);
|
|
newRec = new Rectangle(newRec.Location.X, newRec.Location.Y, newRec.Width + 2, newRec.Height + 2);
|
|
//Now we invalidate the adjusted rectangle
|
|
DrawingArea.Invalidate(newRec);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invalidate the entire image on which the sprites are drawn
|
|
/// </summary>
|
|
/// <param name="QueueUpInvalidation">Whether to do it now, or to queue it up for another time.</param>
|
|
public void Invalidate(bool QueueUpInvalidation = true)
|
|
{
|
|
Invalidate(DrawingArea.ClientRectangle);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The Background Image on which the sprites are drawn. This image ends up having
|
|
/// sprite parts on it. The OriginalImage is the version that is clean. Use
|
|
/// ReplaceOriginalImage to replace the background Image.
|
|
/// </summary>
|
|
public Image BackgroundImage { get { return DrawingArea.BackgroundImage; } }
|
|
/// <summary>
|
|
/// The Image from which the background is taken when we erase sprites. The BackgroundImage
|
|
/// is the image that contains images of the sprites as well as the background image. Use
|
|
/// ReplaceOriginalImage to replace this and the BackgroundImage.
|
|
/// </summary>
|
|
public Image OriginalImage { get { return MyOriginalImage; } }
|
|
|
|
|
|
//void Tick()
|
|
//{
|
|
// BackgroundWorker bw = new BackgroundWorker();
|
|
|
|
// // this allows our worker to report progress during work
|
|
// bw.WorkerReportsProgress = true;
|
|
|
|
// // what to do in the background thread
|
|
// bw.DoWork += new DoWorkEventHandler(
|
|
// delegate (object o, DoWorkEventArgs args)
|
|
// {
|
|
|
|
// ThreadTick();
|
|
|
|
// });
|
|
// bw.RunWorkerAsync();
|
|
|
|
//}
|
|
|
|
void Tick()
|
|
{
|
|
try
|
|
{
|
|
//We check for collisions.
|
|
for (int looper = 0; looper < Sprites.Count; looper++)
|
|
{
|
|
if (Sprites[looper] != null && !Sprites[looper].Destroying && Sprites[looper].HasBeenDrawn)
|
|
{
|
|
for (int checkloop = 0; checkloop < Sprites.Count; checkloop++)
|
|
{
|
|
if (Sprites[checkloop] != null && !Sprites[checkloop].Destroying && Sprites[checkloop].HasBeenDrawn)
|
|
{
|
|
//Check to see if they have hit
|
|
Sprites[looper].CheckSpriteHitsSprite(Sprites[checkloop], SpriteCollisionMethod.rectangle);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//We do a tick for each sprite
|
|
//Parallel.ForEach(Sprites.ToList(), tSprite =>
|
|
//{
|
|
// if (!tSprite.Destroying)
|
|
// {
|
|
// tSprite.Tick();
|
|
// }
|
|
//});
|
|
|
|
foreach (Sprite tSprite in Sprites.ToList())
|
|
{
|
|
if (!tSprite.Destroying)
|
|
{
|
|
tSprite.Tick();
|
|
}
|
|
};
|
|
|
|
foreach (Sprite tSprite in Sprites.ToList())
|
|
{
|
|
if (!tSprite.Destroying)
|
|
{
|
|
tSprite.ActuallyDraw();
|
|
}
|
|
}
|
|
foreach(Rectangle rec in InvalidateList)
|
|
{
|
|
Invalidate(rec, false);
|
|
}
|
|
InvalidateList.Clear();
|
|
}
|
|
catch (AggregateException e)
|
|
{
|
|
Console.WriteLine(e.ToString());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make a duplicate of the specified sprite. The duplicate does not yet have a location.
|
|
/// </summary>
|
|
/// <param name="What">The sprite to duplicate</param>
|
|
/// <returns>A new sprite. If What is null, returns null</returns>
|
|
public Sprite DuplicateSprite(Sprite What)
|
|
{
|
|
//Make a new sprite that is based off of the old one
|
|
if (What == null) return null;
|
|
return new Sprite(What);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find a sprite that has been named with the specified name. Then duplicate that sprite
|
|
/// </summary>
|
|
/// <example>
|
|
/// Below is a function that creates a sprite based off a name, and puts it at the designated coordinates.
|
|
/// <code lang="C#">
|
|
/// public void AddSprite(string name, int startx, int starty)
|
|
/// {
|
|
/// Sprite NewSprite = MySpriteController.DuplicateSprite(What.ToString());
|
|
/// if(NewSprite != null)
|
|
/// {
|
|
/// NewSprite.AutomaticallyMoves = true;
|
|
/// NewSprite.CannotMoveOutsideBox = true;
|
|
/// NewSprite.SetSpriteDirectionDegrees(180); //left
|
|
/// NewSprite.PutBaseImageLocation(new Point(startx, starty));
|
|
/// NewSprite.MovementSpeed = 5;
|
|
/// }
|
|
/// }
|
|
/// </code>
|
|
/// </example>
|
|
/// <param name="Name">The name of a sprite</param>
|
|
/// <returns>A duplicate of the specified sprite. It has no location, and does not retain the sprite name.</returns>
|
|
public Sprite DuplicateSprite(string Name)
|
|
{
|
|
Sprite tSprite = SpriteFromName(Name);
|
|
if (tSprite == null) return null;
|
|
return new Sprite(tSprite); //Make a new sprite that is based off the original
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find a sprite that has a specified name. This returns the actual sprite with that name.
|
|
/// You usually want to use DuplicateSprite(Name) to clone the sprite and get one you can
|
|
/// destroy. If you destroy a named sprite without duplicating it, you may end up losing
|
|
/// it for the remainder of the program.
|
|
/// </summary>
|
|
/// <param name="Name">A string that matches something added to a sprite with Sprite.SetName</param>
|
|
/// <returns>A sprite that has the specified name, or null if no such sprite exists.</returns>
|
|
public Sprite SpriteFromName(string Name)
|
|
{
|
|
foreach (Sprite OneSprite in Sprites)
|
|
{
|
|
if (OneSprite.SpriteName == Name)
|
|
{ return OneSprite; }
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the specified sprite to the list of sprites we know about. You usually do not need to do this.
|
|
/// Sprites add themselves to the controller when you create a new sprite.
|
|
/// </summary>
|
|
/// <param name="SpriteToAdd">The sprite to add to the sprite-controller</param>
|
|
public void AddSprite(Sprite SpriteToAdd)
|
|
{
|
|
Sprites.Add(SpriteToAdd);
|
|
SortSprites();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell a sprite to destroy itself. The sprite will have Destroying property set to true from
|
|
/// the time you destroy it until it vanishes. Whe you destroy a sprite, it will erase itself
|
|
/// and remove itself from the controller. After it is destroyed, it is completely gone.
|
|
/// </summary>
|
|
/// <param name="what">The Sprite to destroy</param>
|
|
public void DestroySprite(Sprite what)
|
|
{
|
|
if (what == null) return;
|
|
Sprites.Remove(what);
|
|
if (!what.Destroying)
|
|
{
|
|
what.Destroy();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all sprites (even named sprites that have not yet been displayed)
|
|
/// </summary>
|
|
public void DestroyAllSprites()
|
|
{
|
|
for(int i= Sprites.Count -1; i>=0; i--)
|
|
{
|
|
Sprites[i].Destroy();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the specified Sprite in the controller and change its name to the specified string.
|
|
/// You can do the same thing with <see cref="SpriteLibrary.Sprite.SetName(string)">Sprite.SetName(Name)</see>
|
|
/// </summary>
|
|
/// <param name="What">The Sprite to find</param>
|
|
/// <param name="Name">The string to change the name to</param>
|
|
public void NameSprite(Sprite What, string Name)
|
|
{
|
|
What.SetName(Name);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This takes a point, as given by the mouse-click args, and returns the sprites at that point. Different
|
|
/// functions use different coordinates, whether based off the background image, or based off the picturebox.
|
|
/// This one uses the picturebox coordinates. So you can use this directly from a MouseDown or MouseUp function.
|
|
/// </summary>
|
|
/// <param name="Location">The picture-box point being clicked on</param>
|
|
/// <returns>A list of sprites that are all at the specified point.</returns>
|
|
public List<Sprite> SpritesAtPoint(Point Location)
|
|
{
|
|
List<Sprite> tList = new List<Sprite>();
|
|
foreach (Sprite OneSprite in Sprites)
|
|
{
|
|
if (OneSprite.HasBeenDrawn && OneSprite.SpriteAtPictureBoxPoint(Location))
|
|
{
|
|
tList.Add(OneSprite);
|
|
}
|
|
}
|
|
return tList;
|
|
}
|
|
/// <summary>
|
|
/// This takes a point, as as specified on the image, and returns the sprites at that point. Different
|
|
/// functions use different coordinates, whether based off the background image, or based off the picturebox.
|
|
/// This one uses the background image coordinates. Use SpritesAdPoint() if you are doing something based off
|
|
/// a MouseUp or MouseDown function. This is used for functions based on sprite location or based off the absoloute
|
|
/// location (using the background image location is much more precise than the visible location in the picturebox)
|
|
/// </summary>
|
|
/// <param name="Location">The point being looked at</param>
|
|
/// <returns>A list of sprites that are all at the specified image point</returns>
|
|
public List<Sprite> SpritesAtImagePoint(Point Location)
|
|
{
|
|
List<Sprite> tList = new List<Sprite>();
|
|
foreach (Sprite OneSprite in Sprites)
|
|
{
|
|
if (OneSprite.HasBeenDrawn && OneSprite.SpriteAtImagePoint(Location))
|
|
{
|
|
tList.Add(OneSprite);
|
|
}
|
|
}
|
|
return tList;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a list of all the sprites that intersect with the given background-image-based rectangle
|
|
/// </summary>
|
|
/// <param name="Location">The rectangle on the image we are trying to find</param>
|
|
/// <returns>A list of the sprites that have any portion of it inside the rectangle</returns>
|
|
public List<Sprite> SpritesInImageRectangle(Rectangle Location)
|
|
{
|
|
List<Sprite> tList = new List<Sprite>();
|
|
foreach (Sprite OneSprite in Sprites)
|
|
{
|
|
if (OneSprite.HasBeenDrawn && OneSprite.SpriteIntersectsRectangle(Location))
|
|
{
|
|
tList.Add(OneSprite);
|
|
}
|
|
}
|
|
return tList;
|
|
}
|
|
/// <summary>
|
|
/// Check to see if any keys are pressed. There is a small glitch with the
|
|
/// key-pressed system. If the form loses focus, and someone releases a key, the key-up is never
|
|
/// triggered. It is a good thing to ResetKeypressState() occasionally if you think your form may have
|
|
/// lost focus.
|
|
/// </summary>
|
|
/// <returns>True if a key is pressed, false if no keys are pressed.</returns>
|
|
public bool IsKeyPressed()
|
|
{
|
|
return MessageFilter.IsKeyPressed();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a list of all the keys that are currently pressed. There is a small glitch with the
|
|
/// key-pressed system. If the form loses focus, and someone releases a key, the key-up is never
|
|
/// triggered. It is a good thing to ResetKeypressState() occasionally if you think your form may have
|
|
/// lost focus.
|
|
/// </summary>
|
|
/// <returns>A List of Keys which are currently considered to be pressed.</returns>
|
|
public List<Keys> KeysPressed()
|
|
{
|
|
return MessageFilter.KeysPressed();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check to see if the given key is pressed. There is a small glitch with the
|
|
/// key-pressed system. If the form loses focus, and someone releases a key, the key-up is never
|
|
/// triggered. It is a good thing to ResetKeypressState() occasionally if you think your form may have
|
|
/// lost focus.
|
|
/// </summary>
|
|
/// <param name="k">The key to check to see if it is pressed</param>
|
|
/// <returns>True if the key is pressed, false if that key is not pressed</returns>
|
|
public bool IsKeyPressed(Keys k)
|
|
{
|
|
return MessageFilter.IsKeyPressed(k);
|
|
}
|
|
|
|
/// <summary>
|
|
/// If you want to have a KeyDown function that is triggered by a keypress function, add the event here.
|
|
/// The event should have the parameters (object sender, KeyEventArgs e)
|
|
/// </summary>
|
|
/// <param name="Func">The function to set</param>
|
|
public void RegisterKeyDownFunction(SpriteKeyEventHandler Func)
|
|
{
|
|
MessageFilter.KeyDown += Func;
|
|
}
|
|
|
|
/// <summary>
|
|
/// If you want to have a KeyUp function that is triggered by a keypress function, add the event here.
|
|
/// The event should have the parameters (object sender, KeyEventArgs e)
|
|
/// </summary>
|
|
/// <param name="Func">The function to set</param>
|
|
public void RegisterKeyUpFunction(SpriteKeyEventHandler Func)
|
|
{
|
|
MessageFilter.KeyUp += Func;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset the keypress status. Sometimes the sprite controller misses a key being released (usually
|
|
/// because a window has taken priority, or something has changed). Calling this function will reset
|
|
/// the stored memory of whether a key has been pressed.
|
|
/// </summary>
|
|
public void ResetKeypressState()
|
|
{
|
|
MessageFilter.ResetState();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Change the display order of the specified sprite so it goes in front of all other sprites.
|
|
/// </summary>
|
|
/// <param name="What">The sprite we want to show up in front</param>
|
|
public void SpriteToFront(Sprite What)
|
|
{
|
|
What.Zvalue = 100;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Change the display order of the specified sprite so it goes behind all other sprites.
|
|
/// </summary>
|
|
/// <param name="What">The sprite to send behind all other sprites</param>
|
|
public void SpriteToBack(Sprite What)
|
|
{
|
|
What.Zvalue = 0;
|
|
}
|
|
/// <summary>
|
|
/// Change the display order of the specified sprite so it is more likely to go behind all other sprites.
|
|
/// </summary>
|
|
/// <param name="What">The sprite to send behind all other sprites</param>
|
|
public void SpriteBackwards(Sprite What)
|
|
{
|
|
What.Zvalue--;
|
|
}
|
|
/// <summary>
|
|
/// Change the display order of the specified sprite so it is more likely to go in front of other sprites
|
|
/// </summary>
|
|
/// <param name="What">The sprite to send behind all other sprites</param>
|
|
public void SpriteForwards(Sprite What)
|
|
{
|
|
What.Zvalue++;
|
|
}
|
|
/// <summary>
|
|
/// Change the display order of the sprites such that the specified sprite appears behind the other sprite.
|
|
/// </summary>
|
|
/// <param name="WhatToSend">The sprite we are changing the display order of</param>
|
|
/// <param name="ToGoBehind">The sprite we want to go behind</param>
|
|
public void PlaceSpriteBehind(Sprite WhatToSend, Sprite ToGoBehind)
|
|
{
|
|
if (WhatToSend == ToGoBehind) return;
|
|
if (WhatToSend == null) return;
|
|
if (ToGoBehind == null) return;
|
|
WhatToSend.Zvalue = ToGoBehind.Zvalue - 1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make the sprite go in front of the specified sprite.
|
|
/// </summary>
|
|
/// <param name="WhatToSend">The sprite to change the display order of</param>
|
|
/// <param name="ToGoInFrontOf">The sprite we want to make sure we display in front of</param>
|
|
public void PlaceSpriteInFrontOf(Sprite WhatToSend, Sprite ToGoInFrontOf)
|
|
{
|
|
if (WhatToSend == ToGoInFrontOf) return;
|
|
if (WhatToSend == null) return;
|
|
if (ToGoInFrontOf == null) return;
|
|
WhatToSend.Zvalue = ToGoInFrontOf.Zvalue + 1;
|
|
}
|
|
|
|
//****************************//
|
|
//******* SOUND Stuff *******//
|
|
private struct SoundEntry
|
|
{
|
|
public string SoundName;
|
|
public bool HasBeenPlayed;
|
|
}
|
|
|
|
List<SoundEntry> MySounds = new List<SoundEntry>();
|
|
/// <summary>
|
|
/// Play a sound that we can check to see if it has completed.
|
|
/// </summary>
|
|
/// <param name="ToPlay">The sound to play</param>
|
|
/// <param name="Name">The name, which we can use to determine if it has finished.</param>
|
|
public void SoundPlay(System.IO.Stream ToPlay, string Name)
|
|
{
|
|
if (SoundIsFinished(Name))
|
|
{
|
|
PlayAsync(ToPlay, Name, SoundIsDone);
|
|
RegisterSound(Name);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Play a sound bit in a separate thread. When the thread is done, set a bool saying that
|
|
/// </summary>
|
|
/// <param name="ToPlay">The sound to play</param>
|
|
/// <param name="RegisterName">The string that we can use to track the status of the sound</param>
|
|
/// <param name="WhenDone">A function that gets called when the sound is complete</param>
|
|
private void PlayAsync(System.IO.Stream ToPlay, string RegisterName, EventHandler WhenDone)
|
|
{
|
|
ToPlay.Position = 0;
|
|
System.Threading.ThreadPool.QueueUserWorkItem(delegate
|
|
{
|
|
using (System.Media.SoundPlayer player = new System.Media.SoundPlayer(ToPlay))
|
|
{
|
|
player.PlaySync();
|
|
}
|
|
|
|
if (WhenDone != null) WhenDone(RegisterName, EventArgs.Empty);
|
|
});
|
|
//new System.Threading.Thread(() => {
|
|
// var c = new System.Windows.Media.MediaPlayer();
|
|
// byte[] buffer = new byte[ToPlay.Length];
|
|
// int totalBytesCopied;
|
|
// for (totalBytesCopied = 0; totalBytesCopied < ToPlay.Length;)
|
|
// totalBytesCopied += ToPlay.Read(buffer, totalBytesCopied, Convert.ToInt32(ToPlay.Length) - totalBytesCopied);
|
|
// Uri tURI = Create_Memory_Resource_Uri(buffer, totalBytesCopied);
|
|
// c.Open(tURI);
|
|
// c.Play();
|
|
// if (WhenDone != null) WhenDone(RegisterName, EventArgs.Empty);
|
|
//}).Start();
|
|
}
|
|
|
|
//Uri Create_Memory_Resource_Uri(byte[] in_memory_resource, int Size)
|
|
//{
|
|
// MemoryStream packStream = new MemoryStream();
|
|
// using (
|
|
// Package pack =
|
|
// Package.Open(packStream, FileMode.Create, FileAccess.ReadWrite))
|
|
// {
|
|
// Uri packUri = new Uri("AnyBeforeColon:");
|
|
// PackageStore.AddPackage(packUri, pack);
|
|
// Uri packPartUri = new Uri("/AnyAfterSlash", UriKind.Relative);
|
|
// //PackagePart packPart =
|
|
// // pack.CreatePart(packPartUri, "application/vnd.ms-opentype");
|
|
// PackagePart packPart =
|
|
// pack.CreatePart(packPartUri, "AnyBeforeSlash/AnyAfterSlash");
|
|
// //MemoryStream resourceStream = new MemoryStream(in_memory_resource);
|
|
// //CopyStream(resourceStream, packPart.GetStream());
|
|
// packPart.GetStream().Write(in_memory_resource, 0, Size);
|
|
// Uri memory_resource_uri =
|
|
// PackUriHelper.Create(packUri, packPart.Uri);
|
|
// return memory_resource_uri;
|
|
// }
|
|
//}
|
|
|
|
private void SoundIsDone(object sender, EventArgs e)
|
|
{
|
|
string Name = (string)sender;
|
|
RemoveEntry(Name);
|
|
SoundEntry newsound = new SoundEntry();
|
|
newsound.SoundName = Name;
|
|
newsound.HasBeenPlayed = true; //Mark it as done
|
|
MySounds.Add(newsound);
|
|
}
|
|
|
|
private void RemoveEntry(string Name)
|
|
{
|
|
if (Name == null || Name == "") return;
|
|
for (int count = MySounds.Count - 1; count >= 0; count--)
|
|
{
|
|
if (MySounds[count].SoundName == Name)
|
|
{
|
|
MySounds.RemoveAt(count);
|
|
}
|
|
}
|
|
}
|
|
private void RegisterSound(string Name)
|
|
{
|
|
if (Name == null || Name == "") return;
|
|
RemoveEntry(Name);
|
|
SoundEntry newsound = new SoundEntry();
|
|
newsound.SoundName = Name;
|
|
newsound.HasBeenPlayed = false;
|
|
MySounds.Add(newsound);
|
|
}
|
|
|
|
private void RegisterSoundDone(string Name)
|
|
{
|
|
if (Name == null || Name == "") return;
|
|
RemoveEntry(Name);
|
|
SoundEntry newsound = new SoundEntry();
|
|
newsound.SoundName = Name;
|
|
newsound.HasBeenPlayed = true;
|
|
MySounds.Add(newsound);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check to see if the specified sound has finished playing
|
|
/// </summary>
|
|
/// <param name="Name">The name of the sound</param>
|
|
/// <returns>True if the sound is not currently playing. False if it is currently playing.</returns>
|
|
public bool SoundIsFinished(string Name)
|
|
{
|
|
foreach(SoundEntry one in MySounds.ToList())
|
|
{
|
|
if (one.SoundName == Name)
|
|
return one.HasBeenPlayed;
|
|
}
|
|
return true; //It does not exist, therefore it is not playing
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pause everything. It loops through all the sprites in the SpriteController and sends the specified
|
|
/// SpritePauseType to each one. Look at the documentation for SpritePauseType to determine which pause
|
|
/// type to use.
|
|
/// </summary>
|
|
/// <param name="What">The SpritePauseType to send all sprites</param>
|
|
public void Pause(SpritePauseType What = SpritePauseType.PauseAll)
|
|
{
|
|
for(int i=0; i< Sprites.Count; i++)
|
|
{
|
|
Sprites[i].Pause(What);
|
|
}
|
|
}
|
|
/// <summary>
|
|
/// un-Pause everything. This will send the specified SpritePauseType unpause command
|
|
/// to all sprites.
|
|
/// </summary>
|
|
/// <param name="What">The SpritePauseType to unpause for all sprites</param>
|
|
public void UnPause(SpritePauseType What = SpritePauseType.PauseAll)
|
|
{
|
|
for (int i = 0; i < Sprites.Count; i++)
|
|
{
|
|
Sprites[i].UnPause(What);
|
|
}
|
|
}
|
|
|
|
|
|
internal void SortSprites()
|
|
{
|
|
//Define the sort we use if we do not have another one specified
|
|
Comparison<Sprite> G = null;
|
|
//G = delegate (Sprite first, Sprite second) {
|
|
// if(first.Zvalue != second.Zvalue) return first.Zvalue.CompareTo(second.Zvalue);
|
|
// if (first.BaseImageLocation.Y != second.BaseImageLocation.Y) return first.BaseImageLocation.Y.CompareTo(second.BaseImageLocation.Y);
|
|
// return first.BaseImageLocation.X.CompareTo(second.BaseImageLocation.X);
|
|
//};
|
|
G = delegate (Sprite first, Sprite second) { return first.Zvalue.CompareTo(second.Zvalue); };
|
|
if (SpriteComparisonDelegate != null)
|
|
G = SpriteComparisonDelegate;
|
|
//Sprites.Sort((x, y) => x.Zvalue.CompareTo(y.Zvalue));
|
|
Sprites.Sort(G);
|
|
}
|
|
}
|
|
|
|
}
|