A smoothly scrolling grid of colored images.
View code on GitHub
Inheritance Hierarchy
DeltaEngine.Entities Entity
DeltaEngine.Entities DrawableEntity
DeltaEngine.Rendering2D Entity2D
DeltaEngine.Rendering2D HierarchyEntity2D
DeltaEngine.Rendering2D Sprite
DeltaEngine.Scenes.Controls Control
DeltaEngine.Scenes.Controls Tilemap
DeltaEngine.Scenes.Tests.Controls ColoredLogoTilemap
Namespace: DeltaEngine.Scenes.Controls
Assembly: DeltaEngine.Scenes (in DeltaEngine.Scenes.dll) Version: 1.1.1.0 (1.1.1)
Syntax
The Tilemap type exposes the following members.
Constructors
Name | Description | |
---|---|---|
Tilemap | Initializes a new instance of the Tilemap class |
Methods
Extension Methods
Name | Description | |
---|---|---|
AffixToPhysics | (Defined by Entity2DPhysicsExtensions.) | |
StartBouncingOffScreenEdges | (Defined by Entity2DExtensions.) | |
StartFalling | (Defined by Entity2DExtensions.) | |
StartMoving | (Defined by Entity2DExtensions.) | |
StartMovingUV | (Defined by Entity2DExtensions.) | |
StartRotating | (Defined by Entity2DExtensions.) |
Fields
Name | Description | |
---|---|---|
Clicked | (Inherited from Control.) | |
components | (Inherited from Entity.) | |
lastTickLerpComponents |
Each element can either be a Lerp, a Lerp List or an array of Lerp objects.
View code on GitHub (Inherited from DrawableEntity.) |
Properties
Name | Description | |
---|---|---|
Alpha | (Inherited from Entity2D.) | |
BlendMode | (Inherited from Sprite.) | |
BottomMargin | (Inherited from Control.) | |
Center | (Inherited from Entity2D.) | |
Children | (Inherited from HierarchyEntity2D.) | |
Color | (Inherited from Entity2D.) | |
CurrentFrame | (Inherited from Sprite.) | |
DidFootprintChange | (Inherited from Entity2D.) | |
DrawArea | (Inherited from Entity2D.) | |
Elapsed | (Inherited from Sprite.) | |
FlipMode | (Inherited from Sprite.) | |
IsActive | (Inherited from Control.) | |
IsEnabled | (Inherited from Control.) | |
IsPauseable | (Inherited from Control.) | |
IsPlaying | (Inherited from Sprite.) | |
IsVisible | (Inherited from DrawableEntity.) | |
LastColor | (Inherited from Entity2D.) | |
LastDrawArea | (Inherited from Entity2D.) | |
LastUV | (Inherited from Sprite.) | |
LeftMargin | (Inherited from Control.) | |
Material | (Inherited from Sprite.) | |
Name | (Inherited from Control.) | |
NumberOfComponents | (Inherited from Entity.) | |
Parent | (Inherited from HierarchyEntity2D.) | |
RelativePosition | (Inherited from HierarchyEntity2D.) | |
RelativeRotation | (Inherited from HierarchyEntity2D.) | |
RenderLayer | (Inherited from DrawableEntity.) | |
RightMargin | (Inherited from Control.) | |
Rotation | (Inherited from Entity2D.) | |
RotationCenter | (Inherited from Entity2D.) | |
Size | (Inherited from Entity2D.) | |
State | (Inherited from Control.) | |
TileHeight | ||
TileWidth | ||
TopLeft | (Inherited from Entity2D.) | |
TopMargin | (Inherited from Control.) | |
UpdatePriority | (Inherited from Entity.) | |
UV | (Inherited from Sprite.) |
Events
Name | Description | |
---|---|---|
AnimationEnded | (Inherited from Sprite.) |
Remarks
Examples
[Test, Category("Slow")] //ncrunch: no coverage start public void RenderColoredLogoTilemap() { CreateBorder(); var tilemap = new ColoredLogoTilemap(World, Map) { DrawArea = Center }; tilemap.Add(new FontText(Font.Default, "", new Rectangle(0.3f, 0.6f, 0.2f, 0.2f)) { HorizontalAlignment = HorizontalAlignment.Left, RenderLayer = 2 }); tilemap.Start<RenderDragInfo>(); }
[Test] public void TestWithMouseDrag() { var tilemap = new ColoredLogoTilemap(World, Map); tilemap.State.DragStart = new Vector2D(0.5f, 0.5f); tilemap.State.DragEnd = new Vector2D(0.7f, 0.9f); tilemap.Update(); Assert.IsTrue(tilemap.State.DragDelta.IsNearlyEqual(new Vector2D(0.2f, 0.4f))); }
[Test] public void TestWithMockKeyboard() { new ColoredLogoTilemap(World, Map); if (!IsMockResolver) return; //ncrunch: no coverage var keyboard = Resolve<MockKeyboard>(); keyboard.SetKeyboardState(Key.A, State.Pressed); AdvanceTimeAndUpdateEntities(); keyboard.SetKeyboardState(Key.D, State.Pressed); AdvanceTimeAndUpdateEntities(); keyboard.SetKeyboardState(Key.W, State.Pressed); AdvanceTimeAndUpdateEntities(); keyboard.SetKeyboardState(Key.S, State.Pressed); AdvanceTimeAndUpdateEntities(); }
See Also