├── .gitignore ├── LICENSE ├── NuGet └── Package.nuspec ├── README.md └── Sources ├── Spritesheet.Sample.macOS ├── AppDelegate.cs ├── Assets.xcassets │ ├── AppIcon.appiconset │ │ ├── AppIcon-128.png │ │ ├── AppIcon-128@2x.png │ │ ├── AppIcon-16.png │ │ ├── AppIcon-16@2x.png │ │ ├── AppIcon-256.png │ │ ├── AppIcon-256@2x.png │ │ ├── AppIcon-32.png │ │ ├── AppIcon-32@2x.png │ │ ├── AppIcon-512.png │ │ ├── AppIcon-512@2x.png │ │ └── Contents.json │ └── Contents.json ├── Content │ ├── README.txt │ ├── characters.png │ └── sheet.png ├── Entitlements.plist ├── Game.cs ├── Info.plist ├── Spritesheet.Sample.macOS.csproj ├── Utils │ ├── PixelFont.cs │ └── Primitive2D.cs └── packages.config ├── Spritesheet.sln └── Spritesheet ├── Animation.cs ├── AnimationDefinition.cs ├── Base └── Repeat.cs ├── Extensions └── SpriteBatchExtensions.cs ├── Frame.cs ├── Properties └── AssemblyInfo.cs ├── Spritesheet.cs ├── Spritesheet.csproj └── packages.config /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | ## 4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 5 | 6 | # User-specific files 7 | *.suo 8 | *.user 9 | *.userosscache 10 | *.sln.docstates 11 | 12 | # User-specific files (MonoDevelop/Xamarin Studio) 13 | *.userprefs 14 | 15 | # Build results 16 | [Dd]ebug/ 17 | [Dd]ebugPublic/ 18 | [Rr]elease/ 19 | [Rr]eleases/ 20 | x64/ 21 | x86/ 22 | bld/ 23 | [Bb]in/ 24 | [Oo]bj/ 25 | [Ll]og/ 26 | 27 | # Visual Studio 2015 cache/options directory 28 | .vs/ 29 | # Uncomment if you have tasks that create the project's static files in wwwroot 30 | #wwwroot/ 31 | 32 | # MSTest test Results 33 | [Tt]est[Rr]esult*/ 34 | [Bb]uild[Ll]og.* 35 | 36 | # NUNIT 37 | *.VisualState.xml 38 | TestResult.xml 39 | 40 | # Build Results of an ATL Project 41 | [Dd]ebugPS/ 42 | [Rr]eleasePS/ 43 | dlldata.c 44 | 45 | # .NET Core 46 | project.lock.json 47 | project.fragment.lock.json 48 | artifacts/ 49 | **/Properties/launchSettings.json 50 | 51 | *_i.c 52 | *_p.c 53 | *_i.h 54 | *.ilk 55 | *.meta 56 | *.obj 57 | *.pch 58 | *.pdb 59 | *.pgc 60 | *.pgd 61 | *.rsp 62 | *.sbr 63 | *.tlb 64 | *.tli 65 | *.tlh 66 | *.tmp 67 | *.tmp_proj 68 | *.log 69 | *.vspscc 70 | *.vssscc 71 | .builds 72 | *.pidb 73 | *.svclog 74 | *.scc 75 | 76 | # Chutzpah Test files 77 | _Chutzpah* 78 | 79 | # Visual C++ cache files 80 | ipch/ 81 | *.aps 82 | *.ncb 83 | *.opendb 84 | *.opensdf 85 | *.sdf 86 | *.cachefile 87 | *.VC.db 88 | *.VC.VC.opendb 89 | 90 | # Visual Studio profiler 91 | *.psess 92 | *.vsp 93 | *.vspx 94 | *.sap 95 | 96 | # TFS 2012 Local Workspace 97 | $tf/ 98 | 99 | # Guidance Automation Toolkit 100 | *.gpState 101 | 102 | # ReSharper is a .NET coding add-in 103 | _ReSharper*/ 104 | *.[Rr]e[Ss]harper 105 | *.DotSettings.user 106 | 107 | # JustCode is a .NET coding add-in 108 | .JustCode 109 | 110 | # TeamCity is a build add-in 111 | _TeamCity* 112 | 113 | # DotCover is a Code Coverage Tool 114 | *.dotCover 115 | 116 | # Visual Studio code coverage results 117 | *.coverage 118 | *.coveragexml 119 | 120 | # NCrunch 121 | _NCrunch_* 122 | .*crunch*.local.xml 123 | nCrunchTemp_* 124 | 125 | # MightyMoose 126 | *.mm.* 127 | AutoTest.Net/ 128 | 129 | # Web workbench (sass) 130 | .sass-cache/ 131 | 132 | # Installshield output folder 133 | [Ee]xpress/ 134 | 135 | # DocProject is a documentation generator add-in 136 | DocProject/buildhelp/ 137 | DocProject/Help/*.HxT 138 | DocProject/Help/*.HxC 139 | DocProject/Help/*.hhc 140 | DocProject/Help/*.hhk 141 | DocProject/Help/*.hhp 142 | DocProject/Help/Html2 143 | DocProject/Help/html 144 | 145 | # Click-Once directory 146 | publish/ 147 | 148 | # Publish Web Output 149 | *.[Pp]ublish.xml 150 | *.azurePubxml 151 | # TODO: Comment the next line if you want to checkin your web deploy settings 152 | # but database connection strings (with potential passwords) will be unencrypted 153 | *.pubxml 154 | *.publishproj 155 | 156 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 157 | # checkin your Azure Web App publish settings, but sensitive information contained 158 | # in these scripts will be unencrypted 159 | PublishScripts/ 160 | 161 | # NuGet Packages 162 | *.nupkg 163 | # The packages folder can be ignored because of Package Restore 164 | **/packages/* 165 | # except build/, which is used as an MSBuild target. 166 | !**/packages/build/ 167 | # Uncomment if necessary however generally it will be regenerated when needed 168 | #!**/packages/repositories.config 169 | # NuGet v3's project.json files produces more ignorable files 170 | *.nuget.props 171 | *.nuget.targets 172 | 173 | # Microsoft Azure Build Output 174 | csx/ 175 | *.build.csdef 176 | 177 | # Microsoft Azure Emulator 178 | ecf/ 179 | rcf/ 180 | 181 | # Windows Store app package directories and files 182 | AppPackages/ 183 | BundleArtifacts/ 184 | Package.StoreAssociation.xml 185 | _pkginfo.txt 186 | 187 | # Visual Studio cache files 188 | # files ending in .cache can be ignored 189 | *.[Cc]ache 190 | # but keep track of directories ending in .cache 191 | !*.[Cc]ache/ 192 | 193 | # Others 194 | ClientBin/ 195 | ~$* 196 | *~ 197 | *.dbmdl 198 | *.dbproj.schemaview 199 | *.jfm 200 | *.pfx 201 | *.publishsettings 202 | orleans.codegen.cs 203 | 204 | # Since there are multiple workflows, uncomment next line to ignore bower_components 205 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 206 | #bower_components/ 207 | 208 | # RIA/Silverlight projects 209 | Generated_Code/ 210 | 211 | # Backup & report files from converting an old project file 212 | # to a newer Visual Studio version. Backup files are not needed, 213 | # because we have git ;-) 214 | _UpgradeReport_Files/ 215 | Backup*/ 216 | UpgradeLog*.XML 217 | UpgradeLog*.htm 218 | 219 | # SQL Server files 220 | *.mdf 221 | *.ldf 222 | *.ndf 223 | 224 | # Business Intelligence projects 225 | *.rdl.data 226 | *.bim.layout 227 | *.bim_*.settings 228 | 229 | # Microsoft Fakes 230 | FakesAssemblies/ 231 | 232 | # GhostDoc plugin setting file 233 | *.GhostDoc.xml 234 | 235 | # Node.js Tools for Visual Studio 236 | .ntvs_analysis.dat 237 | node_modules/ 238 | 239 | # Typescript v1 declaration files 240 | typings/ 241 | 242 | # Visual Studio 6 build log 243 | *.plg 244 | 245 | # Visual Studio 6 workspace options file 246 | *.opt 247 | 248 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 249 | *.vbw 250 | 251 | # Visual Studio LightSwitch build output 252 | **/*.HTMLClient/GeneratedArtifacts 253 | **/*.DesktopClient/GeneratedArtifacts 254 | **/*.DesktopClient/ModelManifest.xml 255 | **/*.Server/GeneratedArtifacts 256 | **/*.Server/ModelManifest.xml 257 | _Pvt_Extensions 258 | 259 | # Paket dependency manager 260 | .paket/paket.exe 261 | paket-files/ 262 | 263 | # FAKE - F# Make 264 | .fake/ 265 | 266 | # JetBrains Rider 267 | .idea/ 268 | *.sln.iml 269 | 270 | # CodeRush 271 | .cr/ 272 | 273 | # Python Tools for Visual Studio (PTVS) 274 | __pycache__/ 275 | *.pyc 276 | 277 | # Cake - Uncomment if you are using it 278 | # tools/** 279 | # !tools/packages.config 280 | 281 | # Telerik's JustMock configuration file 282 | *.jmconfig 283 | 284 | # BizTalk build output 285 | *.btp.cs 286 | *.btm.cs 287 | *.odx.cs 288 | *.xsd.cs 289 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Aloïs Deniel 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /NuGet/Package.nuspec: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Spritesheet 5 | $version$ 6 | Spritesheet (for Monogame) 7 | Aloïs Deniel 8 | Aloïs Deniel 9 | https://github.com/aloisdeniel/Spritesheet/blob/master/LICENSE 10 | https://github.com/aloisdeniel/Spritesheet/ 11 | https://raw.githubusercontent.com/aloisdeniel/Spritesheet/master/Documentation/Logo.png 12 | false 13 | Simple helper for creating sprite based animations for Monogame. 14 | Copyright 2017 15 | monogame animation sprite 16 | 17 | 18 | 19 | 20 | 21 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Spritesheet *for Monogame* 2 | 3 | Extremely basic APIs for creating sprite based animations. 4 | 5 | ## Install 6 | 7 | Available on NuGet 8 | 9 | [![NuGet](https://img.shields.io/nuget/v/Spritesheet.svg?label=NuGet)](https://www.nuget.org/packages/Spritesheet/) 10 | 11 | ## Quickstart 12 | 13 | **Create** 14 | 15 | ```csharp 16 | var sheet = new Spritesheet(texture2d).WithGrid((32, 32)); 17 | var anim = sheet.CreateAnimation((0, 1), (1, 1), (2, 1)).FlipX(); 18 | anim.Start(Repeat.Mode.Loop); 19 | ``` 20 | **Update** 21 | 22 | ```csharp 23 | anim.Update(gameTime); 24 | ``` 25 | **Draw** 26 | 27 | ```csharp 28 | spriteBatch.Draw(anim, new Vector2(64, 64)); 29 | ``` 30 | 31 | ## About 32 | 33 | This project was inspired by [kikito/anim8](https://github.com/kikito/anim8) great library for LÖVE2D. 34 | 35 | ## Contributions 36 | 37 | Contributions are welcome! If you find a bug please report it and if you want a feature please report it. 38 | 39 | If you want to contribute code please file an issue and create a branch off of the current dev branch and file a pull request. 40 | 41 | ## License 42 | 43 | MIT © [Aloïs Deniel](http://aloisdeniel.github.io) -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/AppDelegate.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet.Sample.macOS 2 | { 3 | using AppKit; 4 | using Foundation; 5 | 6 | [Register("AppDelegate")] 7 | class Program : NSApplicationDelegate 8 | { 9 | private static Game game; 10 | 11 | internal static void RunGame() 12 | { 13 | game = new Game(); 14 | game.Window.AllowUserResizing = true; 15 | game.Run(); 16 | } 17 | 18 | /// 19 | /// The main entry point for the application. 20 | /// 21 | static void Main(string[] args) 22 | { 23 | NSApplication.Init(); 24 | 25 | using (var p = new NSAutoreleasePool()) 26 | { 27 | NSApplication.SharedApplication.Delegate = new Program(); 28 | NSApplication.Main(args); 29 | } 30 | } 31 | 32 | public override void DidFinishLaunching(NSNotification notification) 33 | { 34 | RunGame(); 35 | } 36 | 37 | public override bool ApplicationShouldTerminateAfterLastWindowClosed(NSApplication sender) 38 | { 39 | return true; 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Assets.xcassets/AppIcon.appiconset/AppIcon-128.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dotnet-ad/Spritesheet/bb2e89cebe4efc85a9513e0d58b1a893d6cbcbd7/Sources/Spritesheet.Sample.macOS/Assets.xcassets/AppIcon.appiconset/AppIcon-128.png -------------------------------------------------------------------------------- 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"mac" 32 | }, 33 | { 34 | "filename": "AppIcon-128@2x.png", 35 | "size": "128x128", 36 | "scale": "2x", 37 | "idiom": "mac" 38 | }, 39 | { 40 | "filename": "AppIcon-256.png", 41 | "size": "256x256", 42 | "scale": "1x", 43 | "idiom": "mac" 44 | }, 45 | { 46 | "filename": "AppIcon-256@2x.png", 47 | "size": "256x256", 48 | "scale": "2x", 49 | "idiom": "mac" 50 | }, 51 | { 52 | "filename": "AppIcon-512.png", 53 | "size": "512x512", 54 | "scale": "1x", 55 | "idiom": "mac" 56 | }, 57 | { 58 | "filename": "AppIcon-512@2x.png", 59 | "size": "512x512", 60 | "scale": "2x", 61 | "idiom": "mac" 62 | } 63 | ], 64 | "info": { 65 | "version": 1, 66 | "author": "xcode" 67 | } 68 | } -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Assets.xcassets/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "info" : { 3 | "version" : 1, 4 | "author" : "xcode" 5 | } 6 | } -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Content/README.txt: -------------------------------------------------------------------------------- 1 | LICENCE CC0 - PUBLIC DOMAIN 2 | 3 | RESOURCES LINK : https://opengameart.org/content/a-platformer-in-the-forest -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Content/characters.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dotnet-ad/Spritesheet/bb2e89cebe4efc85a9513e0d58b1a893d6cbcbd7/Sources/Spritesheet.Sample.macOS/Content/characters.png -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Content/sheet.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dotnet-ad/Spritesheet/bb2e89cebe4efc85a9513e0d58b1a893d6cbcbd7/Sources/Spritesheet.Sample.macOS/Content/sheet.png -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Entitlements.plist: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Game.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet.Sample.macOS 2 | { 3 | using Microsoft.Xna.Framework; 4 | using Microsoft.Xna.Framework.Graphics; 5 | using System.IO; 6 | using Microsoft.Xna.Framework.Input; 7 | 8 | public class Game : Microsoft.Xna.Framework.Game 9 | { 10 | #region Fields 11 | 12 | private GraphicsDeviceManager graphics; 13 | 14 | private SpriteBatch spriteBatch; 15 | 16 | private Spritesheet sheet; 17 | 18 | private Animation[] animations; 19 | 20 | private Animation anim; 21 | 22 | private PixelFont font; 23 | 24 | private int animIndex = -1; 25 | 26 | #endregion 27 | 28 | public Game() 29 | { 30 | this.IsMouseVisible = true; 31 | graphics = new GraphicsDeviceManager(this); 32 | Content.RootDirectory = "Content"; 33 | graphics.IsFullScreen = false; 34 | this.font = new PixelFont(); 35 | } 36 | 37 | private Texture2D LoadTexture(string name) 38 | { 39 | using (var fileStream = new FileStream($"Content/{name}.png", FileMode.Open)) 40 | { 41 | return Texture2D.FromStream(this.graphics.GraphicsDevice, fileStream); 42 | } 43 | } 44 | 45 | protected override void LoadContent() 46 | { 47 | // Create a new SpriteBatch, which can be used to draw textures. 48 | spriteBatch = new SpriteBatch(GraphicsDevice); 49 | 50 | this.font.LoadContent(this.GraphicsDevice); 51 | 52 | this.sheet = new Spritesheet(LoadTexture("characters")) 53 | .WithGrid((32, 32)); 54 | 55 | this.animations = new[] 56 | { 57 | this.sheet.WithFrameEffect(SpriteEffects.FlipHorizontally).CreateAnimation((0, 1), (1, 1), (2, 1)), 58 | this.sheet.CreateAnimation((0, 1), (1, 1), (2, 1)), 59 | this.sheet.WithFrameEffect(SpriteEffects.FlipHorizontally).CreateAnimation((0, 0), (1, 0), (2, 0)), 60 | this.sheet.CreateAnimation((0, 0), (1, 0), (2, 0)), 61 | }; 62 | 63 | this.NextAnimation(); 64 | 65 | } 66 | 67 | private void NextAnimation() 68 | { 69 | this.animIndex = (this.animIndex + 1) % this.animations.Length; 70 | this.anim = this.animations[animIndex]; 71 | this.anim.Start(Repeat.Mode.Loop); 72 | } 73 | 74 | private MouseState state; 75 | 76 | protected override void Update(GameTime gameTime) 77 | { 78 | this.anim.Update(gameTime); 79 | 80 | var newState = Mouse.GetState(); 81 | 82 | if(state.LeftButton == ButtonState.Released && newState.LeftButton == ButtonState.Pressed) 83 | { 84 | this.NextAnimation(); 85 | } 86 | 87 | state = newState; 88 | 89 | base.Update(gameTime); 90 | } 91 | 92 | protected override void Draw(GameTime gameTime) 93 | { 94 | GraphicsDevice.Clear(Color.Black); 95 | 96 | spriteBatch.Begin(); 97 | 98 | var borders = new Color(1.0f, 1.0f, 1.0f, 0.2f); 99 | 100 | // Full texture 101 | spriteBatch.Draw(this.sheet.Texture, new Vector2(0, 0)); 102 | spriteBatch.DrawRectangle(this.sheet.Texture.Bounds, borders); 103 | 104 | // Animation 105 | spriteBatch.Draw(this.anim, new Vector2(64, 64 + this.sheet.Texture.Height)); 106 | this.font.Draw(spriteBatch, new Vector2(12, 12 + this.sheet.Texture.Height), $"{animIndex}", Color.White); 107 | 108 | // Frames in full texture 109 | for (int ia = 0; ia < anim.Frames.Length; ia++) 110 | { 111 | var a = anim.Frames[ia]; 112 | 113 | spriteBatch.DrawRectangle(a.Area, borders); 114 | spriteBatch.DrawCross(a.Area.Location.ToVector2() + a.Origin.ToVector2(), borders); 115 | this.font.Draw(spriteBatch, a.Area.Location.ToVector2() + new Vector2(4, 4), $"{ia}", borders); 116 | } 117 | 118 | //Mouse 119 | const int mouseGrid = 16; 120 | var mx = (this.state.X / mouseGrid) * mouseGrid; 121 | var my = (this.state.Y / mouseGrid) * mouseGrid; 122 | spriteBatch.DrawLine(0, my, this.GraphicsDevice.Viewport.Width, my, Color.Green); 123 | spriteBatch.DrawLine(mx, 0, mx, this.GraphicsDevice.Viewport.Height, Color.Blue); 124 | this.font.Draw(spriteBatch, new Vector2(mx, my) + new Vector2(32,32), $"({mx},{my})", borders); 125 | 126 | spriteBatch.End(); 127 | 128 | base.Draw(gameTime); 129 | } 130 | 131 | } 132 | } 133 | -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Info.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleName 6 | Spritesheet.Sample 7 | CFBundleIdentifier 8 | com.spritesheet-sample 9 | CFBundleShortVersionString 10 | 1.0 11 | CFBundleVersion 12 | 1 13 | LSMinimumSystemVersion 14 | 10.12 15 | CFBundleDevelopmentRegion 16 | en 17 | CFBundleInfoDictionaryVersion 18 | 6.0 19 | CFBundlePackageType 20 | APPL 21 | CFBundleSignature 22 | ???? 23 | NSHumanReadableCopyright 24 | ${AuthorCopyright} 25 | NSPrincipalClass 26 | NSApplication 27 | XSAppIconAssets 28 | Assets.xcassets/AppIcon.appiconset 29 | 30 | 31 | -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Spritesheet.Sample.macOS.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Debug 5 | AnyCPU 6 | {399438CD-9CCD-410B-9491-B27746063359} 7 | {A3F8F2AB-B479-4A4A-A458-A89E7DC349F1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} 8 | Exe 9 | Spritesheet.Sample.macOS 10 | Spritesheet.Sample 11 | v2.0 12 | Xamarin.Mac 13 | Resources 14 | 15 | 16 | true 17 | full 18 | false 19 | bin\Debug 20 | DEBUG; 21 | prompt 22 | 4 23 | false 24 | Mac Developer 25 | false 26 | false 27 | false 28 | true 29 | true 30 | true 31 | 32 | 33 | 34 | 35 | 36 | pdbonly 37 | true 38 | bin\Release 39 | 40 | prompt 41 | 4 42 | false 43 | true 44 | false 45 | true 46 | true 47 | true 48 | SdkOnly 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | ..\packages\MonoGame.Framework.MacOS.3.6.0.1625\lib\XamarinMac\MonoGame.Framework.dll 58 | 59 | 60 | ..\packages\MonoGame.Framework.MacOS.3.6.0.1625\lib\XamarinMac\OpenTK.dll 61 | 62 | 63 | ..\packages\MonoGame.Framework.MacOS.3.6.0.1625\lib\XamarinMac\Tao.Sdl.dll 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | PreserveNewest 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | {C57AB359-8743-47D2-9731-9A1AEF32856E} 103 | Spritesheet 104 | 105 | 106 | 107 | 108 | 109 | 110 | -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Utils/PixelFont.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet.Sample.macOS 2 | { 3 | using System; 4 | using System.Collections.Generic; 5 | using Microsoft.Xna.Framework; 6 | using Microsoft.Xna.Framework.Graphics; 7 | 8 | public class PixelFont 9 | { 10 | private readonly Dictionary Pixels = new Dictionary() 11 | { 12 | { '0', new short[] { 0, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 0 }}, 13 | { '1', new short[] { 0, 1, 0, /**/ 1, 1, 0, /**/ 0, 1, 0, /**/ 0, 1, 0, /**/ 1, 1, 1 }}, 14 | { '2', new short[] { 0, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 0, 0, 1, 0, /**/ 0, 1, 0, 0, /**/ 1, 1, 1, 1 }}, 15 | { '3', new short[] { 1, 1, 1, 0, /**/ 0, 0, 0, 1, /**/ 0, 1, 1, 0, /**/ 0, 0, 0, 1, /**/ 1, 1, 1, 0 }}, 16 | { '4', new short[] { 0, 0, 1, 1, /**/ 0, 1, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 1, /**/ 0, 0, 0, 1 }}, 17 | { '5', new short[] { 1, 1, 1, 1, /**/ 1, 0, 0, 0, /**/ 1, 1, 1, 1, /**/ 0, 0, 0, 1, /**/ 1, 1, 1, 0 }}, 18 | { '6', new short[] { 0, 1, 1, 0, /**/ 1, 0, 0, 0, /**/ 1, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 0 }}, 19 | { '7', new short[] { 1, 1, 1, 1, /**/ 0, 0, 0, 1, /**/ 0, 0, 1, 0, /**/ 0, 0, 1, 0, /**/ 0, 0, 1, 0 }}, 20 | { '8', new short[] { 0, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 0 }}, 21 | { '9', new short[] { 0, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 1, /**/ 0, 0, 0, 1, /**/ 0, 1, 1, 0 }}, 22 | { '-', new short[] { 0, 0, 0, /**/ 0, 0, 0, /**/ 1, 1, 1, /**/ 0, 0, 0, /**/ 0, 0, 0 }}, 23 | { '+', new short[] { 0, 0, 0, /**/ 0, 1, 0, /**/ 1, 1, 1, /**/ 0, 1, 0, /**/ 0, 0, 0 }}, 24 | { ':', new short[] { 0, 0, 0, /**/ 0, 1, 0, /**/ 0, 0, 0, /**/ 0, 1, 0, /**/ 0, 0, 0 }}, 25 | { '(', new short[] { 0, 1, /**/ 1, 0, /**/ 1, 0, /**/ 1, 0, /**/ 0, 1 }}, 26 | { ')', new short[] { 1, 0, /**/ 0, 1, /**/ 0, 1, /**/ 0, 1, /**/ 1, 0 }}, 27 | { '.', new short[] { 0, 0, /**/ 0, 0, /**/ 0, 0, /**/ 0, 0, /**/ 1, 0 }}, 28 | { ',', new short[] { 0, 0, /**/ 0, 0, /**/ 0, 0, /**/ 0, 1, /**/ 1, 0 }}, 29 | { 'A', new short[] { 0, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 1, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1 }}, 30 | { 'B', new short[] { 1, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 0 }}, 31 | { 'C', new short[] { 0, 1, 1, 1, /**/ 1, 0, 0, 0, /**/ 1, 0, 0, 0, /**/ 1, 0, 0, 0, /**/ 0, 1, 1, 1 }}, 32 | { 'D', new short[] { 1, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 0 }}, 33 | { 'E', new short[] { 1, 1, 1, 1, /**/ 1, 0, 0, 0, /**/ 1, 1, 1, 1, /**/ 1, 0, 0, 0, /**/ 1, 1, 1, 1 }}, 34 | { 'F', new short[] { 1, 1, 1, 1, /**/ 1, 0, 0, 0, /**/ 1, 1, 1, 1, /**/ 1, 0, 0, 0, /**/ 1, 0, 0, 0 }}, 35 | { 'G', new short[] { 1, 1, 1, 1, /**/ 1, 0, 0, 0, /**/ 1, 0, 1, 1, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 1 }}, 36 | { 'H', new short[] { 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 1, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1 }}, 37 | { 'I', new short[] { 1, /**/ 1, /**/ 1, /**/ 1, /**/ 1 }}, 38 | { 'J', new short[] { 0, 0, 0, 1, /**/ 0, 0, 0, 1, /**/ 0, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 0 }}, 39 | { 'K', new short[] { 1, 0, 0, 1, /**/ 1, 0, 1, 0, /**/ 1, 1, 0, 0, /**/ 1, 0, 1, 0, /**/ 1, 0, 0, 1 }}, 40 | { 'L', new short[] { 1, 0, 0, /**/ 1, 0, 0, /**/ 1, 0, 0, /**/ 1, 0, 0, /**/ 1, 1, 1 }}, 41 | { 'M', new short[] { 1, 0, 0, 0, 1, /**/ 1, 1, 0, 1, 1, /**/ 1, 0, 1, 0, 1, /**/ 1, 0, 0, 0, 1, /**/ 1, 0, 0, 0, 1 }}, 42 | { 'N', new short[] { 1, 0, 0, 1, /**/ 1, 1, 0, 1, /**/ 1, 0, 1, 1, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1 }}, 43 | { 'O', new short[] { 0, 1, 1, 1, 0, /**/ 1, 0, 0, 0, 1, /**/ 1, 0, 0, 0, 1, /**/ 1, 0, 0, 0, 1, /**/ 0, 1, 1, 1, 0 }}, 44 | { 'P', new short[] { 1, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 0, /**/ 1, 0, 0, 0, /**/ 1, 0, 0, 0 }}, 45 | { 'Q', new short[] { 0, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 0, 1, 0, /**/ 0, 1, 0, 1 }}, 46 | { 'R', new short[] { 1, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 0, /**/ 1, 0, 1, 0, /**/ 1, 0, 0, 1 }}, 47 | { 'S', new short[] { 0, 1, 1, 1, /**/ 1, 0, 0, 0, /**/ 0, 1, 1, 0, /**/ 0, 0, 0, 1, /**/ 1, 1, 1, 0 }}, 48 | { 'T', new short[] { 1, 1, 1, 1, 1, /**/ 0, 0, 1, 0, 0, /**/ 0, 0, 1, 0, 0, /**/ 0, 0, 1, 0, 0, /**/ 0, 0, 1, 0, 0 }}, 49 | { 'U', new short[] { 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 0 }}, 50 | { 'V', new short[] { 1, 0, 0, 0, 1, /**/ 1, 0, 0, 0, 1, /**/ 0, 1, 0, 1, 0, /**/ 0, 1, 0, 1, 0, /**/ 0, 0, 1, 0, 0 }}, 51 | { 'W', new short[] { 1, 0, 1, 0, 1, /**/ 1, 0, 1, 0, 1, /**/ 1, 0, 1, 0, 1, /**/ 0, 1, 0, 1, 0, /**/ 0, 1, 0, 1, 0 }}, 52 | { 'X', new short[] { 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 0, 1, 1, 0, /**/ 1, 0, 0, 1, /**/ 1, 0, 0, 1 }}, 53 | { 'Y', new short[] { 1, 0, 0, 1, /**/ 1, 0, 0, 1, /**/ 1, 1, 1, 1, /**/ 0, 0, 0, 1, /**/ 1, 1, 1, 0 }}, 54 | { 'Z', new short[] { 1, 1, 1, 1, /**/ 0, 0, 0, 1, /**/ 0, 1, 1, 0, /**/ 1, 0, 0, 0, /**/ 1, 1, 1, 1 }}, 55 | }; 56 | 57 | private const int LetterSpace = 1; 58 | private const int LineSpace = 3; 59 | private const int Space = 4; 60 | 61 | private Dictionary Textures; 62 | 63 | public PixelFont() 64 | { 65 | } 66 | 67 | public void LoadContent(GraphicsDevice device) 68 | { 69 | if (this.Textures == null) 70 | { 71 | this.Textures = new Dictionary(); 72 | foreach (var c in Pixels) 73 | { 74 | Textures[c.Key] = this.LoadCharacter(device, c.Key, c.Value); 75 | } 76 | } 77 | } 78 | 79 | private Texture2D LoadCharacter(GraphicsDevice device, char c, short[] pixels) 80 | { 81 | const int height = 5; 82 | var width = pixels.Length / height; 83 | var result = new Texture2D(device, width, height); 84 | var data = new Color[width * height]; 85 | for (int pixel = 0; pixel < data.Length; pixel++) 86 | { 87 | data[pixel] = pixels[pixel] > 0 ? Color.White : Color.Transparent; 88 | } 89 | result.SetData(data); 90 | return result; 91 | } 92 | 93 | public Point Measure(string message, int fontSize = 10) 94 | { 95 | var scale = fontSize / 5.0f; 96 | var x = 0; 97 | var y = fontSize; 98 | var w = 0; 99 | 100 | foreach (var c in message) 101 | { 102 | if (c == ' ') 103 | { 104 | x += LetterSpace + Space; 105 | } 106 | else if (c == '\n') 107 | { 108 | y += LineSpace + fontSize; 109 | x = 0; 110 | } 111 | else 112 | { 113 | var texture = this.Textures[c]; 114 | x += (int)((((x > 0) ? LetterSpace : 0) + texture.Width) * scale); 115 | } 116 | 117 | w = Math.Max(w, x); 118 | } 119 | 120 | return new Point((int)w, (int)y); 121 | } 122 | 123 | 124 | public void Draw(SpriteBatch spriteBatch, Vector2 position, string message, Color color, int fontSize = 10) 125 | { 126 | var scale = fontSize / 5.0f; 127 | var x = position.X; 128 | var y = position.Y; 129 | 130 | message = message.ToUpper(); 131 | 132 | foreach (var c in message) 133 | { 134 | if (c == ' ') 135 | { 136 | x += LetterSpace + Space; 137 | } 138 | else if (c == '\n') 139 | { 140 | y += LineSpace + fontSize; 141 | x = position.X; 142 | } 143 | else if(this.Textures.ContainsKey(c)) 144 | { 145 | var texture = this.Textures[c]; 146 | spriteBatch.Draw(texture, new Vector2(x, y), color: color, scale: Vector2.One * scale); 147 | x += (int)((((x > 0) ? LetterSpace : 0) + texture.Width) * scale); 148 | } 149 | } 150 | } 151 | } 152 | } 153 | -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/Utils/Primitive2D.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Microsoft.Xna.Framework; 4 | using Microsoft.Xna.Framework.Graphics; 5 | 6 | namespace Spritesheet.Sample.macOS 7 | { 8 | /// 9 | /// 10 | public static class Primitives2D 11 | { 12 | 13 | 14 | #region Private Members 15 | 16 | private static readonly Dictionary> circleCache = new Dictionary>(); 17 | //private static readonly Dictionary> arcCache = new Dictionary>(); 18 | private static Texture2D pixel; 19 | 20 | #endregion 21 | 22 | #region Cross 23 | 24 | public static void DrawCross(this SpriteBatch spriteBatch, Vector2 pos, Color color) 25 | { 26 | DrawLine(spriteBatch, pos.X - 4, pos.Y, pos.X - 1, pos.Y, color); 27 | DrawLine(spriteBatch, pos.X + 0, pos.Y, pos.X + 3, pos.Y, color); 28 | DrawLine(spriteBatch, pos.X, pos.Y - 3, pos.X, pos.Y - 0, color); 29 | DrawLine(spriteBatch, pos.X, pos.Y + 1, pos.X, pos.Y + 4, color); 30 | } 31 | 32 | #endregion 33 | 34 | 35 | #region Private Methods 36 | 37 | private static void CreateThePixel(SpriteBatch spriteBatch) 38 | { 39 | pixel = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color); 40 | pixel.SetData(new[] { Color.White }); 41 | } 42 | 43 | 44 | /// 45 | /// Draws a list of connecting points 46 | /// 47 | /// The destination drawing surface 48 | /// /// Where to position the points 49 | /// The points to connect with lines 50 | /// The color to use 51 | /// The thickness of the lines 52 | private static void DrawPoints(SpriteBatch spriteBatch, Vector2 position, List points, Color color, float thickness) 53 | { 54 | if (points.Count < 2) 55 | return; 56 | 57 | for (int i = 1; i < points.Count; i++) 58 | { 59 | DrawLine(spriteBatch, points[i - 1] + position, points[i] + position, color, thickness); 60 | } 61 | } 62 | 63 | 64 | /// 65 | /// Creates a list of vectors that represents a circle 66 | /// 67 | /// The radius of the circle 68 | /// The number of sides to generate 69 | /// A list of vectors that, if connected, will create a circle 70 | private static List CreateCircle(double radius, int sides) 71 | { 72 | // Look for a cached version of this circle 73 | String circleKey = radius + "x" + sides; 74 | if (circleCache.ContainsKey(circleKey)) 75 | { 76 | return circleCache[circleKey]; 77 | } 78 | 79 | List vectors = new List(); 80 | 81 | const double max = 2.0 * Math.PI; 82 | double step = max / sides; 83 | 84 | for (double theta = 0.0; theta < max; theta += step) 85 | { 86 | vectors.Add(new Vector2((float)(radius * Math.Cos(theta)), (float)(radius * Math.Sin(theta)))); 87 | } 88 | 89 | // then add the first vector again so it's a complete loop 90 | vectors.Add(new Vector2((float)(radius * Math.Cos(0)), (float)(radius * Math.Sin(0)))); 91 | 92 | // Cache this circle so that it can be quickly drawn next time 93 | circleCache.Add(circleKey, vectors); 94 | 95 | return vectors; 96 | } 97 | 98 | 99 | /// 100 | /// Creates a list of vectors that represents an arc 101 | /// 102 | /// The radius of the arc 103 | /// The number of sides to generate in the circle that this will cut out from 104 | /// The starting angle of arc, 0 being to the east, increasing as you go clockwise 105 | /// The radians to draw, clockwise from the starting angle 106 | /// A list of vectors that, if connected, will create an arc 107 | private static List CreateArc(float radius, int sides, float startingAngle, float radians) 108 | { 109 | List points = new List(); 110 | points.AddRange(CreateCircle(radius, sides)); 111 | points.RemoveAt(points.Count - 1); // remove the last point because it's a duplicate of the first 112 | 113 | // The circle starts at (radius, 0) 114 | double curAngle = 0.0; 115 | double anglePerSide = MathHelper.TwoPi / sides; 116 | 117 | // "Rotate" to the starting point 118 | while ((curAngle + (anglePerSide / 2.0)) < startingAngle) 119 | { 120 | curAngle += anglePerSide; 121 | 122 | // move the first point to the end 123 | points.Add(points[0]); 124 | points.RemoveAt(0); 125 | } 126 | 127 | // Add the first point, just in case we make a full circle 128 | points.Add(points[0]); 129 | 130 | // Now remove the points at the end of the circle to create the arc 131 | int sidesInArc = (int)((radians / anglePerSide) + 0.5); 132 | points.RemoveRange(sidesInArc + 1, points.Count - sidesInArc - 1); 133 | 134 | return points; 135 | } 136 | 137 | #endregion 138 | 139 | 140 | #region FillRectangle 141 | 142 | /// 143 | /// Draws a filled rectangle 144 | /// 145 | /// The destination drawing surface 146 | /// The rectangle to draw 147 | /// The color to draw the rectangle in 148 | public static void FillRectangle(this SpriteBatch spriteBatch, Rectangle rect, Color color) 149 | { 150 | if (pixel == null) 151 | { 152 | CreateThePixel(spriteBatch); 153 | } 154 | 155 | // Simply use the function already there 156 | spriteBatch.Draw(pixel, rect, color); 157 | } 158 | 159 | 160 | /// 161 | /// Draws a filled rectangle 162 | /// 163 | /// The destination drawing surface 164 | /// The rectangle to draw 165 | /// The color to draw the rectangle in 166 | /// The angle in radians to draw the rectangle at 167 | public static void FillRectangle(this SpriteBatch spriteBatch, Rectangle rect, Color color, float angle) 168 | { 169 | if (pixel == null) 170 | { 171 | CreateThePixel(spriteBatch); 172 | } 173 | 174 | spriteBatch.Draw(pixel, rect, null, color, angle, Vector2.Zero, SpriteEffects.None, 0); 175 | } 176 | 177 | 178 | /// 179 | /// Draws a filled rectangle 180 | /// 181 | /// The destination drawing surface 182 | /// Where to draw 183 | /// The size of the rectangle 184 | /// The color to draw the rectangle in 185 | public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color) 186 | { 187 | FillRectangle(spriteBatch, location, size, color, 0.0f); 188 | } 189 | 190 | 191 | /// 192 | /// Draws a filled rectangle 193 | /// 194 | /// The destination drawing surface 195 | /// Where to draw 196 | /// The size of the rectangle 197 | /// The angle in radians to draw the rectangle at 198 | /// The color to draw the rectangle in 199 | public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color, float angle) 200 | { 201 | if (pixel == null) 202 | { 203 | CreateThePixel(spriteBatch); 204 | } 205 | 206 | // stretch the pixel between the two vectors 207 | spriteBatch.Draw(pixel, 208 | location, 209 | null, 210 | color, 211 | angle, 212 | Vector2.Zero, 213 | size, 214 | SpriteEffects.None, 215 | 0); 216 | } 217 | 218 | 219 | /// 220 | /// Draws a filled rectangle 221 | /// 222 | /// The destination drawing surface 223 | /// The X coord of the left side 224 | /// The Y coord of the upper side 225 | /// Width 226 | /// Height 227 | /// The color to draw the rectangle in 228 | public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float w, float h, Color color) 229 | { 230 | FillRectangle(spriteBatch, new Vector2(x, y), new Vector2(w, h), color, 0.0f); 231 | } 232 | 233 | 234 | /// 235 | /// Draws a filled rectangle 236 | /// 237 | /// The destination drawing surface 238 | /// The X coord of the left side 239 | /// The Y coord of the upper side 240 | /// Width 241 | /// Height 242 | /// The color to draw the rectangle in 243 | /// The angle of the rectangle in radians 244 | public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float w, float h, Color color, float angle) 245 | { 246 | FillRectangle(spriteBatch, new Vector2(x, y), new Vector2(w, h), color, angle); 247 | } 248 | 249 | #endregion 250 | 251 | 252 | #region DrawRectangle 253 | 254 | /// 255 | /// Draws a rectangle with the thickness provided 256 | /// 257 | /// The destination drawing surface 258 | /// The rectangle to draw 259 | /// The color to draw the rectangle in 260 | public static void DrawRectangle(this SpriteBatch spriteBatch, Rectangle rect, Color color) 261 | { 262 | DrawRectangle(spriteBatch, rect, color, 1.0f); 263 | } 264 | 265 | 266 | /// 267 | /// Draws a rectangle with the thickness provided 268 | /// 269 | /// The destination drawing surface 270 | /// The rectangle to draw 271 | /// The color to draw the rectangle in 272 | /// The thickness of the lines 273 | public static void DrawRectangle(this SpriteBatch spriteBatch, Rectangle rect, Color color, float thickness) 274 | { 275 | 276 | // TODO: Handle rotations 277 | // TODO: Figure out the pattern for the offsets required and then handle it in the line instead of here 278 | 279 | DrawLine(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Right, rect.Y), color, thickness); // top 280 | DrawLine(spriteBatch, new Vector2(rect.X + 1f, rect.Y), new Vector2(rect.X + 1f, rect.Bottom + thickness), color, thickness); // left 281 | DrawLine(spriteBatch, new Vector2(rect.X, rect.Bottom), new Vector2(rect.Right, rect.Bottom), color, thickness); // bottom 282 | DrawLine(spriteBatch, new Vector2(rect.Right + 1f, rect.Y), new Vector2(rect.Right + 1f, rect.Bottom + thickness), color, thickness); // right 283 | } 284 | 285 | 286 | /// 287 | /// Draws a rectangle with the thickness provided 288 | /// 289 | /// The destination drawing surface 290 | /// Where to draw 291 | /// The size of the rectangle 292 | /// The color to draw the rectangle in 293 | public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color) 294 | { 295 | DrawRectangle(spriteBatch, new Rectangle((int)location.X, (int)location.Y, (int)size.X, (int)size.Y), color, 1.0f); 296 | } 297 | 298 | 299 | /// 300 | /// Draws a rectangle with the thickness provided 301 | /// 302 | /// The destination drawing surface 303 | /// Where to draw 304 | /// The size of the rectangle 305 | /// The color to draw the rectangle in 306 | /// The thickness of the line 307 | public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color, float thickness) 308 | { 309 | DrawRectangle(spriteBatch, new Rectangle((int)location.X, (int)location.Y, (int)size.X, (int)size.Y), color, thickness); 310 | } 311 | 312 | #endregion 313 | 314 | 315 | #region DrawLine 316 | 317 | /// 318 | /// Draws a line from point1 to point2 with an offset 319 | /// 320 | /// The destination drawing surface 321 | /// The X coord of the first point 322 | /// The Y coord of the first point 323 | /// The X coord of the second point 324 | /// The Y coord of the second point 325 | /// The color to use 326 | public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color) 327 | { 328 | DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, 1.0f); 329 | } 330 | 331 | 332 | /// 333 | /// Draws a line from point1 to point2 with an offset 334 | /// 335 | /// The destination drawing surface 336 | /// The X coord of the first point 337 | /// The Y coord of the first point 338 | /// The X coord of the second point 339 | /// The Y coord of the second point 340 | /// The color to use 341 | /// The thickness of the line 342 | public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color, float thickness) 343 | { 344 | DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, thickness); 345 | } 346 | 347 | 348 | /// 349 | /// Draws a line from point1 to point2 with an offset 350 | /// 351 | /// The destination drawing surface 352 | /// The first point 353 | /// The second point 354 | /// The color to use 355 | public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color) 356 | { 357 | DrawLine(spriteBatch, point1, point2, color, 1.0f); 358 | } 359 | 360 | 361 | /// 362 | /// Draws a line from point1 to point2 with an offset 363 | /// 364 | /// The destination drawing surface 365 | /// The first point 366 | /// The second point 367 | /// The color to use 368 | /// The thickness of the line 369 | public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color, float thickness) 370 | { 371 | // calculate the distance between the two vectors 372 | float distance = Vector2.Distance(point1, point2); 373 | 374 | // calculate the angle between the two vectors 375 | float angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X); 376 | 377 | DrawLine(spriteBatch, point1, distance, angle, color, thickness); 378 | } 379 | 380 | 381 | /// 382 | /// Draws a line from point1 to point2 with an offset 383 | /// 384 | /// The destination drawing surface 385 | /// The starting point 386 | /// The length of the line 387 | /// The angle of this line from the starting point in radians 388 | /// The color to use 389 | public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color) 390 | { 391 | DrawLine(spriteBatch, point, length, angle, color, 1.0f); 392 | } 393 | 394 | 395 | /// 396 | /// Draws a line from point1 to point2 with an offset 397 | /// 398 | /// The destination drawing surface 399 | /// The starting point 400 | /// The length of the line 401 | /// The angle of this line from the starting point 402 | /// The color to use 403 | /// The thickness of the line 404 | public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color, float thickness) 405 | { 406 | if (pixel == null) 407 | { 408 | CreateThePixel(spriteBatch); 409 | } 410 | 411 | // stretch the pixel between the two vectors 412 | spriteBatch.Draw(pixel, 413 | point, 414 | null, 415 | color, 416 | angle, 417 | Vector2.Zero, 418 | new Vector2(length, thickness), 419 | SpriteEffects.None, 420 | 0); 421 | } 422 | 423 | #endregion 424 | 425 | 426 | #region PutPixel 427 | 428 | public static void PutPixel(this SpriteBatch spriteBatch, float x, float y, Color color) 429 | { 430 | PutPixel(spriteBatch, new Vector2(x, y), color); 431 | } 432 | 433 | 434 | public static void PutPixel(this SpriteBatch spriteBatch, Vector2 position, Color color) 435 | { 436 | if (pixel == null) 437 | { 438 | CreateThePixel(spriteBatch); 439 | } 440 | 441 | spriteBatch.Draw(pixel, position, color); 442 | } 443 | 444 | #endregion 445 | 446 | 447 | #region DrawCircle 448 | 449 | /// 450 | /// Draw a circle 451 | /// 452 | /// The destination drawing surface 453 | /// The center of the circle 454 | /// The radius of the circle 455 | /// The number of sides to generate 456 | /// The color of the circle 457 | public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color) 458 | { 459 | DrawPoints(spriteBatch, center, CreateCircle(radius, sides), color, 1.0f); 460 | } 461 | 462 | 463 | /// 464 | /// Draw a circle 465 | /// 466 | /// The destination drawing surface 467 | /// The center of the circle 468 | /// The radius of the circle 469 | /// The number of sides to generate 470 | /// The color of the circle 471 | /// The thickness of the lines used 472 | public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color, float thickness) 473 | { 474 | DrawPoints(spriteBatch, center, CreateCircle(radius, sides), color, thickness); 475 | } 476 | 477 | 478 | /// 479 | /// Draw a circle 480 | /// 481 | /// The destination drawing surface 482 | /// The center X of the circle 483 | /// The center Y of the circle 484 | /// The radius of the circle 485 | /// The number of sides to generate 486 | /// The color of the circle 487 | public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides, Color color) 488 | { 489 | DrawPoints(spriteBatch, new Vector2(x, y), CreateCircle(radius, sides), color, 1.0f); 490 | } 491 | 492 | 493 | /// 494 | /// Draw a circle 495 | /// 496 | /// The destination drawing surface 497 | /// The center X of the circle 498 | /// The center Y of the circle 499 | /// The radius of the circle 500 | /// The number of sides to generate 501 | /// The color of the circle 502 | /// The thickness of the lines used 503 | public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides, Color color, float thickness) 504 | { 505 | DrawPoints(spriteBatch, new Vector2(x, y), CreateCircle(radius, sides), color, thickness); 506 | } 507 | 508 | #endregion 509 | 510 | 511 | #region DrawArc 512 | 513 | /// 514 | /// Draw a arc 515 | /// 516 | /// The destination drawing surface 517 | /// The center of the arc 518 | /// The radius of the arc 519 | /// The number of sides to generate 520 | /// The starting angle of arc, 0 being to the east, increasing as you go clockwise 521 | /// The number of radians to draw, clockwise from the starting angle 522 | /// The color of the arc 523 | public static void DrawArc(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, float startingAngle, float radians, Color color) 524 | { 525 | DrawArc(spriteBatch, center, radius, sides, startingAngle, radians, color, 1.0f); 526 | } 527 | 528 | 529 | /// 530 | /// Draw a arc 531 | /// 532 | /// The destination drawing surface 533 | /// The center of the arc 534 | /// The radius of the arc 535 | /// The number of sides to generate 536 | /// The starting angle of arc, 0 being to the east, increasing as you go clockwise 537 | /// The number of radians to draw, clockwise from the starting angle 538 | /// The color of the arc 539 | /// The thickness of the arc 540 | public static void DrawArc(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, float startingAngle, float radians, Color color, float thickness) 541 | { 542 | List arc = CreateArc(radius, sides, startingAngle, radians); 543 | //List arc = CreateArc2(radius, sides, startingAngle, degrees); 544 | DrawPoints(spriteBatch, center, arc, color, thickness); 545 | } 546 | 547 | #endregion 548 | 549 | 550 | } 551 | } -------------------------------------------------------------------------------- /Sources/Spritesheet.Sample.macOS/packages.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | -------------------------------------------------------------------------------- /Sources/Spritesheet.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 2012 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Spritesheet", "Spritesheet\Spritesheet.csproj", "{C57AB359-8743-47D2-9731-9A1AEF32856E}" 5 | EndProject 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Spritesheet.Sample.macOS", "Spritesheet.Sample.macOS\Spritesheet.Sample.macOS.csproj", "{399438CD-9CCD-410B-9491-B27746063359}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {C57AB359-8743-47D2-9731-9A1AEF32856E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {C57AB359-8743-47D2-9731-9A1AEF32856E}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {C57AB359-8743-47D2-9731-9A1AEF32856E}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {C57AB359-8743-47D2-9731-9A1AEF32856E}.Release|Any CPU.Build.0 = Release|Any CPU 18 | {399438CD-9CCD-410B-9491-B27746063359}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 19 | {399438CD-9CCD-410B-9491-B27746063359}.Debug|Any CPU.Build.0 = Debug|Any CPU 20 | {399438CD-9CCD-410B-9491-B27746063359}.Release|Any CPU.ActiveCfg = Release|Any CPU 21 | EndGlobalSection 22 | EndGlobal 23 | -------------------------------------------------------------------------------- /Sources/Spritesheet/Animation.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet 2 | { 3 | using System; 4 | using Microsoft.Xna.Framework; 5 | using Microsoft.Xna.Framework.Graphics; 6 | using System.Linq; 7 | 8 | public class Animation 9 | { 10 | public Animation(Frame[] frames) 11 | { 12 | this.Frames = frames; 13 | this.TotalDuration = frames.Sum(x => x.Duration); 14 | this.CurrentFrame = this.Frames[0]; 15 | } 16 | 17 | #region Cloning 18 | 19 | public Animation Clone() => new Animation(this.Frames); 20 | 21 | public Animation FlipX() => new Animation(this.Frames.Select(x => x.FlipX()).ToArray()); 22 | 23 | public Animation FlipY() => new Animation(this.Frames.Select(x => x.FlipY()).ToArray()); 24 | 25 | #endregion 26 | 27 | private Repeat.Mode repeat; 28 | 29 | public bool IsStarted { get; private set; } 30 | 31 | public Frame CurrentFrame { get; private set; } 32 | 33 | public double Time { get; private set; } 34 | 35 | public Frame[] Frames { get; } 36 | 37 | public double TotalDuration { get; } 38 | 39 | private Frame GetFrame(double amount) 40 | { 41 | var time = amount * this.TotalDuration; 42 | var current = 0.0; 43 | 44 | for (int i = 0; i < Frames.Length; i++) 45 | { 46 | var frame = Frames[i]; 47 | current += frame.Duration; 48 | if (time <= current) 49 | { 50 | return frame; 51 | } 52 | } 53 | 54 | return null; 55 | } 56 | 57 | public void Start(Repeat.Mode repeat) 58 | { 59 | this.Time = 0; 60 | this.repeat = repeat; 61 | this.IsStarted = true; 62 | } 63 | 64 | public void Pause() => this.IsStarted = false; 65 | 66 | public void Resume() => this.IsStarted = true; 67 | 68 | public void Stop() => this.Pause(); 69 | 70 | public bool Update(GameTime time) 71 | { 72 | if (this.IsStarted) 73 | { 74 | this.Time += time.ElapsedGameTime.TotalMilliseconds; 75 | 76 | var amount = this.UpdateCurrentFrame(); 77 | 78 | if (Repeat.IsFinished(repeat, amount)) 79 | { 80 | this.Stop(); 81 | return true; 82 | } 83 | } 84 | return false; 85 | } 86 | 87 | private double UpdateCurrentFrame() 88 | { 89 | // Updating current frame 90 | var interval = this.CurrentFrame.Duration; 91 | var amount = (float)(this.Time / this.TotalDuration); 92 | var value = Repeat.Calculate(this.repeat, amount); 93 | var i = Math.Max(0, Math.Min(Frames.Length - 1, (int)(value * Frames.Length))); 94 | this.CurrentFrame = this.Frames[i]; 95 | return amount; 96 | } 97 | 98 | public void Reset() 99 | { 100 | this.Time = 0; 101 | this.repeat = Repeat.Mode.Once; 102 | this.UpdateCurrentFrame(); 103 | } 104 | } 105 | } 106 | -------------------------------------------------------------------------------- /Sources/Spritesheet/AnimationDefinition.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet 2 | { 3 | using System.Linq; 4 | 5 | public class AnimationDefinition 6 | { 7 | public AnimationDefinition(string name, Frame[] frames) 8 | { 9 | this.Name = name; 10 | } 11 | 12 | public string Name { get; } 13 | 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Sources/Spritesheet/Base/Repeat.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet 2 | { 3 | using System; 4 | 5 | public static class Repeat 6 | { 7 | /// 8 | /// A repeat mode for any kind of animation. 9 | /// 10 | public enum Mode 11 | { 12 | Once, 13 | OnceWithReverse, 14 | Loop, 15 | LoopWithReverse, 16 | Reverse, 17 | } 18 | 19 | /// 20 | /// Calculate the current value for a time between zero and one, and a curve mode. 21 | /// 22 | /// Curve mode. 23 | /// Current time (1.0f represents the one way total duration). 24 | public static double Calculate(Mode mode, double time) 25 | { 26 | if (mode == Mode.Once) 27 | time = Math.Min(Math.Max(time, 0.0f), 1.0f); 28 | else if (mode == Mode.Reverse) 29 | time = 1.0f - Math.Min(Math.Max(time, 0.0f), 1.0f); 30 | else if (mode == Mode.Loop) 31 | time %= 1.0f; 32 | else if (mode == Mode.LoopWithReverse) 33 | time %= 2.0f; 34 | 35 | if ((mode == Mode.OnceWithReverse || mode == Mode.LoopWithReverse) && time > 1.0f) 36 | { 37 | time = 2.0f - time; 38 | } 39 | 40 | return time; 41 | } 42 | 43 | /// 44 | /// Indicates whether the animation is finished. 45 | /// 46 | /// 47 | /// 48 | /// 49 | public static bool IsFinished(Mode mode, double time) => (((mode == Repeat.Mode.Once || mode == Repeat.Mode.Reverse) && time >= 1.0f) || 50 | (mode == Repeat.Mode.OnceWithReverse && time >= 2.0f)); 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Sources/Spritesheet/Extensions/SpriteBatchExtensions.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet 2 | { 3 | using Microsoft.Xna.Framework; 4 | using Microsoft.Xna.Framework.Graphics; 5 | 6 | public static class SpriteBatchExtensions 7 | { 8 | public static void Draw(this SpriteBatch batch, Frame frame, Vector2 position, Color? color = null, float rotation = 0, Vector2? scale = null, float layerDepth = 0) 9 | { 10 | batch.Draw(texture: frame.Texture, 11 | position: position, 12 | sourceRectangle: frame.Area, 13 | color: color ?? Color.White, 14 | rotation: rotation, 15 | origin: frame.Origin.ToVector2(), 16 | scale: scale ?? Vector2.One, 17 | effects: frame.Effects, 18 | layerDepth: layerDepth); 19 | } 20 | 21 | public static void Draw(this SpriteBatch batch, Animation animation, Vector2 position, Color? color = null, float rotation = 0, Vector2? scale = null, float layerDepth = 0) 22 | { 23 | batch.Draw(animation.CurrentFrame, position, color, rotation, scale, layerDepth); 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Sources/Spritesheet/Frame.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet 2 | { 3 | using Microsoft.Xna.Framework; 4 | using Microsoft.Xna.Framework.Graphics; 5 | 6 | public class Frame 7 | { 8 | public Frame(Texture2D texture, Rectangle area, Point origin, double duration, SpriteEffects effects) 9 | { 10 | this.Texture = texture; 11 | this.Area = area; 12 | this.Origin = origin; 13 | this.Duration = duration; 14 | this.Effects = effects; 15 | } 16 | 17 | public Texture2D Texture { get; } 18 | 19 | public Rectangle Area { get; } 20 | 21 | public Point Origin { get; } 22 | 23 | public double Duration { get; } 24 | 25 | public SpriteEffects Effects { get; } 26 | 27 | #region Cloning 28 | 29 | public Frame FlipX() 30 | { 31 | return new Frame(this.Texture, this.Area, this.Origin, this.Duration, SpriteEffects.FlipHorizontally); 32 | } 33 | 34 | public Frame FlipY() 35 | { 36 | return new Frame(this.Texture, this.Area, this.Origin, this.Duration, SpriteEffects.FlipVertically); 37 | } 38 | 39 | public Frame WithDuration(double duration) 40 | { 41 | return new Frame(this.Texture, this.Area, this.Origin, duration, this.Effects); 42 | } 43 | 44 | public Frame WithOrigin(int x, int y) 45 | { 46 | return new Frame(this.Texture, this.Area, new Point(x, y), this.Duration, this.Effects); 47 | } 48 | 49 | public Frame WithArea(Rectangle area) 50 | { 51 | return new Frame(this.Texture, area, this.Origin, this.Duration, this.Effects); 52 | } 53 | 54 | #endregion 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Sources/Spritesheet/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | 4 | // Information about this assembly is defined by the following attributes. 5 | // Change them to the values specific to your project. 6 | 7 | [assembly: AssemblyTitle("Spritesheet")] 8 | [assembly: AssemblyDescription("")] 9 | [assembly: AssemblyConfiguration("")] 10 | [assembly: AssemblyCompany("")] 11 | [assembly: AssemblyProduct("")] 12 | [assembly: AssemblyCopyright("${AuthorCopyright}")] 13 | [assembly: AssemblyTrademark("")] 14 | [assembly: AssemblyCulture("")] 15 | 16 | // The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}". 17 | // The form "{Major}.{Minor}.*" will automatically update the build and revision, 18 | // and "{Major}.{Minor}.{Build}.*" will update just the revision. 19 | 20 | [assembly: AssemblyVersion("1.0.*")] 21 | 22 | // The following attributes are used to specify the signing key for the assembly, 23 | // if desired. See the Mono documentation for more information about signing. 24 | 25 | //[assembly: AssemblyDelaySign(false)] 26 | //[assembly: AssemblyKeyFile("")] 27 | -------------------------------------------------------------------------------- /Sources/Spritesheet/Spritesheet.cs: -------------------------------------------------------------------------------- 1 | namespace Spritesheet 2 | { 3 | using Microsoft.Xna.Framework; 4 | using Microsoft.Xna.Framework.Graphics; 5 | using System.Linq; 6 | 7 | public class Spritesheet 8 | { 9 | public Spritesheet(Texture2D texture) : this(texture,null,null,null) {} 10 | 11 | private Spritesheet(Texture2D texture, Point? cellSize = null, Point? cellOffset = null, Point? cellOrigin = null, double frameDuration = 200.0f, SpriteEffects frameEffects = SpriteEffects.None) 12 | { 13 | this.Texture = texture; 14 | this.CellSize = cellSize ?? new Point(32,32); 15 | this.CellOffset = cellOffset ?? new Point(0,0); 16 | this.CellOrigin = cellOrigin ?? this.CellSize / new Point(2,2); 17 | this.FrameDefaultDuration = frameDuration; 18 | this.FrameDefaultEffects = frameEffects; 19 | } 20 | 21 | #region Properties 22 | 23 | public Texture2D Texture { get; } 24 | 25 | public Point CellSize { get; } 26 | 27 | public Point CellOffset { get; } 28 | 29 | public Point CellOrigin { get; } 30 | 31 | public double FrameDefaultDuration { get; } 32 | 33 | public SpriteEffects FrameDefaultEffects { get; } 34 | 35 | #endregion 36 | 37 | #region Grid 38 | 39 | public Spritesheet WithGrid((int w, int h) cell, (int x, int y) offset, (int x, int y) cellOrigin) 40 | { 41 | return new Spritesheet(this.Texture, new Point(cell.w, cell.h), new Point(offset.x, offset.y), new Point(cellOrigin.x, cellOrigin.y)); 42 | } 43 | 44 | public Spritesheet WithGrid((int w, int h) cell, (int x, int y) offset) 45 | { 46 | return this.WithGrid(cell, offset, (cell.w / 2, cell.h / 2)); 47 | } 48 | 49 | public Spritesheet WithGrid((int w, int h) cell) 50 | { 51 | return this.WithGrid(cell, (0,0), (cell.w / 2, cell.h / 2)); 52 | } 53 | 54 | #endregion 55 | 56 | #region Frame default settings 57 | 58 | public Spritesheet WithFrameDuration(double durationInMs) 59 | { 60 | return new Spritesheet(this.Texture, this.CellSize, this.CellOffset, this.CellOrigin, durationInMs, this.FrameDefaultEffects); 61 | } 62 | 63 | public Spritesheet WithFrameEffect(SpriteEffects effects) 64 | { 65 | return new Spritesheet(this.Texture, this.CellSize, this.CellOffset, this.CellOrigin, this.FrameDefaultDuration, effects); 66 | } 67 | 68 | #endregion 69 | 70 | public Frame CreateFrame(int x, int y, double duration = 0.0, SpriteEffects effects = SpriteEffects.None) 71 | { 72 | x = x * this.CellSize.X + this.CellOffset.X; 73 | y = y * this.CellSize.Y + this.CellOffset.Y; 74 | var area = new Rectangle(x, y, this.CellSize.X, this.CellSize.Y); 75 | return new Frame(this.Texture, area, this.CellOrigin, duration, effects); 76 | } 77 | 78 | public Animation CreateAnimation(params (int x, int y, double duration, SpriteEffects effects)[] frames) 79 | { 80 | return new Animation(frames.Select(f => this.CreateFrame(f.x, f.y, f.duration, f.effects)).ToArray()); 81 | } 82 | 83 | public Animation CreateAnimation(params (int x, int y, double duration)[] frames) 84 | { 85 | return this.CreateAnimation(frames.Select(x => (x.x, x.y, x.duration, this.FrameDefaultEffects)).ToArray()); 86 | } 87 | 88 | public Animation CreateAnimation(params (int x, int y)[] frames) 89 | { 90 | return this.CreateAnimation(frames.Select(x => (x.x, x.y, this.FrameDefaultDuration, this.FrameDefaultEffects)).ToArray()); 91 | } 92 | } 93 | } 94 | -------------------------------------------------------------------------------- /Sources/Spritesheet/Spritesheet.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | Debug 4 | AnyCPU 5 | {C57AB359-8743-47D2-9731-9A1AEF32856E} 6 | {786C830F-07A1-408B-BD7F-6EE04809D6DB};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} 7 | true 8 | Library 9 | Spritesheet 10 | Spritesheet 11 | v4.5 12 | Profile111 13 | 14 | 15 | true 16 | full 17 | false 18 | bin\Debug 19 | DEBUG; 20 | prompt 21 | 4 22 | 23 | 24 | true 25 | bin\Release 26 | prompt 27 | 4 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | ..\packages\MonoGame.Framework.Portable.3.6.0.1625\lib\portable-net45+win8+wpa81\MonoGame.Framework.dll 41 | 42 | 43 | ..\packages\System.ValueTuple.4.3.1\lib\netstandard1.0\System.ValueTuple.dll 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | -------------------------------------------------------------------------------- /Sources/Spritesheet/packages.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | 8 | --------------------------------------------------------------------------------