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1 changed files with 5 additions and 5 deletions
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@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Coroutine;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@ -96,17 +95,18 @@ namespace Demos {
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// adding some custom image formatting codes
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// note that all added formatting codes need to be lowercase, while their casing doesn't matter when used
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TextFormatting.FormattingCodes[new Regex("grass")] = (m, i) => new FormattingCode(i, image.Texture);
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TextFormatting.FormattingCodes[new Regex("tree")] = (m, i) => new FormattingCode(i, tree);
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TextFormatting.FormattingCodes["grass"] = new FormattingCode(image.Texture);
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TextFormatting.FormattingCodes["tree"] = new FormattingCode(tree);
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// formatting codes can also be sprite animations!
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var atlas = new UniformTextureAtlas(LoadContent<Texture2D>("Textures/Anim"), 4, 4);
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TextFormatting.FormattingCodes[new Regex("walk")] = (m, i) => new FormattingCode(i, new SpriteAnimation(0.2F, atlas[0, 0], atlas[0, 1], atlas[0, 2], atlas[0, 3]));
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TextFormatting.FormattingCodes["walk"] = new FormattingCode(new SpriteAnimation(0.2F, atlas[0, 0], atlas[0, 1], atlas[0, 2], atlas[0, 3]));
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root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Additionally, you can create custom formatting codes that contain [Grass] images or [Walk] sprite animations! Note that these images have to be square, or [Tree] bad things happen."));
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var animatedPar = root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Defining text animations as formatting codes is also possible, including [Wobbly]wobbly text[Unanimated] as well as a [Typing]dialogue-esc typing effect by default. Of course, more animations can be added though."));
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root.AddChild(new Button(Anchor.AutoCenter, new Vector2(1, 10), "Reset Typing Animation") {
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OnPressed = e => animatedPar.FormattingCodes.Reset()
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// to reset any animation, simply change the paragraph's TimeIntoAnimation
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OnPressed = e => animatedPar.TimeIntoAnimation = TimeSpan.Zero
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});
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root.AddChild(new VerticalSpace(3));
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