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Refactoring codebase, breaking up logic across multiple partial class…
…es and restructuring to make pure C# projects easier to work with.
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Original file line number | Diff line number | Diff line change |
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/** | ||
Pixel Vision 8 - BackgroundColor Example | ||
Pixel Vision 8 - BackgroundColor() Example | ||
Copyright (C) 2017, Pixel Vision 8 (http://pixelvision8.com) | ||
Created by Jesse Freeman (@jessefreeman) | ||
Learn more about making Pixel Vision 8 games at | ||
https://www.pixelvision8.com/getting-started | ||
**/ | ||
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using PixelVision8.Engine.Chips; | ||
using PixelVision8.Player; | ||
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namespace PixelVision8.Examples | ||
{ | ||
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public class ExampleGameChip : GameChip | ||
{ | ||
public override void Init() | ||
{ | ||
// Example Title | ||
DrawText("BackgroundColor()", 1, 1, DrawMode.Tile, "large", 15); | ||
DrawText("C Sharp Example", 8, 16, DrawMode.TilemapCache, "medium", 15, -4); | ||
{ | ||
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// Get the current background color | ||
var defaultColor = BackgroundColor(); | ||
// Example Title | ||
DrawText("BackgroundColor()", 1, 1, DrawMode.Tile, "large", 15); | ||
DrawText("C Sharp Example", 8, 16, DrawMode.TilemapCache, "medium", 15, -4); | ||
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// Draw the default background color ID to the display | ||
DrawText("Default Color " + defaultColor, 1, 4, DrawMode.Tile, "large", 15); | ||
// Get the current BackgroundColor | ||
var defaultColor = BackgroundColor(); | ||
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// Here we are manually changing the background color | ||
var newColor = BackgroundColor(2); | ||
// Draw the default background color ID to the display | ||
DrawText("Default Color " + defaultColor, 1, 4, DrawMode.Tile, "large", 15); | ||
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// Draw the new color ID to the display | ||
DrawText("New Color " + newColor, 1, 6, DrawMode.Tile, "large", 15); | ||
} | ||
// Here we are manually changing the background color | ||
var newColor = BackgroundColor(2); | ||
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public override void Draw() | ||
{ | ||
//Redraw the display | ||
RedrawDisplay(); | ||
} | ||
// Draw the new color ID to the display | ||
DrawText("New Color " + newColor, 1, 6, DrawMode.Tile, "large", 15); | ||
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} | ||
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/// <summary> | ||
/// Draw() is called once per frame after the Update() has completed. This is where all visual updates to | ||
/// your game should take place such as clearing the display, drawing sprites, and pushing raw pixel data | ||
/// into the display. | ||
/// </summary> | ||
public override void Draw() | ||
{ | ||
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//Redraw the display | ||
RedrawDisplay(); | ||
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} | ||
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} | ||
} |
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