v0.1
This commit is contained in:
287
Subsurface/Source/Sprite.cs
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287
Subsurface/Source/Sprite.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Xml.Linq;
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namespace Subsurface
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{
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class Sprite
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{
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static List<Sprite> list = new List<Sprite>();
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//the file from which the texture is loaded
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//if two sprites use the same file, they share the same texture
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string file;
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Texture2D texture;
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//the area in the texture that is supposed to be drawn
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Rectangle sourceRect;
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//the offset used when drawing the sprite
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Vector2 offset;
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public Vector2 origin;
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//the size of the drawn sprite, if larger than the source,
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//the sprite is tiled to fill the target size
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public Vector2 size;
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public float rotation;
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public SpriteEffects effects;
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float depth;
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public Rectangle SourceRect
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{
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get { return sourceRect; }
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set { sourceRect = value; }
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}
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public float Depth
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{
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get { return depth; }
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set { depth = Math.Min(Math.Max(value, 0.0f), 1.0f); }
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}
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public Vector2 Origin
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{
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get { return origin; }
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set { origin = value; }
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}
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public Texture2D Texture
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{
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get { return texture; }
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}
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public string FilePath
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{
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get { return file; }
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}
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public Sprite(XElement element, string path = "", string file = "")
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{
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if (file == "")
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{
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file = ToolBox.GetAttributeString(element, "texture", "");
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}
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if (file == "")
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{
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DebugConsole.ThrowError("Sprite " + element + " doesn't have a texture specified!");
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return;
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}
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if (!string.IsNullOrEmpty(path))
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{
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if (!path.EndsWith("\\")) path += "\\";
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}
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file = path + file;
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texture = LoadTexture(file);
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if (texture == null) return;
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Vector4 sourceVector = ToolBox.GetAttributeVector4(element, "sourcerect", Vector4.Zero);
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if (sourceVector.Z == 0.0f) sourceVector.Z = texture.Width;
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if (sourceVector.W == 0.0f) sourceVector.W = texture.Height;
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sourceRect = new Rectangle(
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(int)sourceVector.X, (int)sourceVector.Y,
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(int)sourceVector.Z, (int)sourceVector.W);
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origin = ToolBox.GetAttributeVector2(element, "origin", new Vector2(0.5f, 0.5f));
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origin.X = origin.X * sourceRect.Width;
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origin.Y = origin.Y * sourceRect.Height;
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size = ToolBox.GetAttributeVector2(element, "size", Vector2.One);
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size.X *= sourceRect.Width;
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size.Y *= sourceRect.Height;
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Depth = ToolBox.GetAttributeFloat(element, "depth", 0.0f);
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}
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public Sprite(string newFile, Vector2 newOrigin)
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{
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file = newFile;
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texture = LoadTexture(file);
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if (texture == null) return;
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sourceRect = new Rectangle(0, 0, texture.Width, texture.Height);
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size = new Vector2(sourceRect.Width, sourceRect.Height);
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origin = new Vector2((float)texture.Width * newOrigin.X, (float)texture.Height * newOrigin.Y);
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effects = SpriteEffects.None;
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list.Add(this);
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}
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public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
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{
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this.texture = texture;
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sourceRect = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);
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offset = newOffset ?? Vector2.Zero;
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size = new Vector2(sourceRect.Width, sourceRect.Height);
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origin = Vector2.Zero;
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effects = SpriteEffects.None;
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rotation = newRotation;
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list.Add(this);
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}
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public Sprite(string newFile, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
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{
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file = newFile;
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texture = LoadTexture(file);
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sourceRect = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);
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offset = newOffset ?? Vector2.Zero;
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size = new Vector2(sourceRect.Width, sourceRect.Height);
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origin = Vector2.Zero;
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rotation = newRotation;
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list.Add(this);
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}
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public static Texture2D LoadTexture(string file)
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{
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foreach (Sprite s in list)
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{
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if (s.file == file) return s.texture;
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}
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if (File.Exists(file))
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{
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return Game1.TextureLoader.FromFile(file);
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}
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else
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{
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DebugConsole.ThrowError("Sprite ''"+file+"'' not found!");
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}
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return null;
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, float rotate=0.0f, float scale=1.0f, SpriteEffects spriteEffect = SpriteEffects.None)
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{
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spriteBatch.Draw(texture, pos + offset, sourceRect, Color.White, rotation + rotate, origin, scale, spriteEffect, depth);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth==null ? this.depth : (float)depth);
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Color color)
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{
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DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color);
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color)
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{
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pos.X = (int)pos.X;
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pos.Y = (int)pos.Y;
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling((targetSize.X+startOffset.X) / sourceRect.Width);
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling((targetSize.Y+startOffset.Y) / sourceRect.Height);
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Vector2 position = pos-startOffset;
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Rectangle drawRect = sourceRect;
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position.X = pos.X;
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for (int x = 0 ; x<xTiles ; x++)
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{
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drawRect.X = sourceRect.X;
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drawRect.Height = sourceRect.Height;
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if (x == xTiles - 1)
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{
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drawRect.Width -= (int)((position.X + sourceRect.Width) - (pos.X + targetSize.X));
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}
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else
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{
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drawRect.Width = sourceRect.Width;
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}
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if (position.X < pos.X)
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{
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float diff = pos.X - position.X;
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position.X += diff;
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drawRect.Width -= (int)diff;
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drawRect.X += (int)diff;
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}
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position.Y = pos.Y;
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for (int y = 0 ; y<yTiles ; y++)
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{
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drawRect.Y = sourceRect.Y;
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if (y == yTiles - 1)
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{
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drawRect.Height -= (int)((position.Y + sourceRect.Height) - (pos.Y + targetSize.Y));
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}
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else
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{
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drawRect.Height = sourceRect.Height;
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}
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if (position.Y < pos.Y)
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{
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int diff = (int)(pos.Y - position.Y);
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position.Y += diff;
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drawRect.Height -= diff;
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drawRect.Y += diff;
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}
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spriteBatch.Draw(texture, position,
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drawRect, color, rotation, Vector2.Zero, 1.0f, effects, depth);
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position.Y += sourceRect.Height;
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}
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position.X += sourceRect.Width;
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}
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}
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public void Remove()
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{
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list.Remove(this);
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//check if another sprite is using the same texture
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foreach (Sprite s in list)
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{
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if (s.file == file) return;
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}
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//if not, free the texture
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texture.Dispose();
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}
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}
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}
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