Heheh yeah they do look a little roddent-ish. I think the faces need to be a little pointier or something.
Yeah, I wasn't a big fan of it. I started reading the source code for the engine and it seemed to be a little to broad for me.
I'm going for a state-sprite style model but the sprite is made of components so if you want to make your own sprite or different type of entity class you can build it yourself.
Here's example code for loading a spaceship on the screen and moving it.
Code:
using System;
using RushLib;
namespace ExampleLand
{
public class ExampleLandMainMenu : RsState
{
RsSprite spaceShipts = new RsSprite(192,192,"/Application/art/spaceships.png");
public ExampleLandMainMenu () { }
protected override void Init ()
{
base.Init ();
//A one frame animation can be used to get a section/subrectangle of an image. If the framerate is zero it cancels animation
RsAnimation idle = new RsAnimation(spaceShipts);
idle.AddFrame(0,0,67,67,0);
spaceShipts.AddAnimation("idle",idle);
spaceShipts.PlayAnimation("idle");
this.AddEntity(spaceShipts);
}
protected override void Update (int milliseconds)
{
base.Update (milliseconds);
if (RsEngine.Get().Input.DPadLeftDown)
{
spaceShipts.X -= 11;
}
if (RsEngine.Get().Input.DPadRightDown)
{
spaceShipts.X += 11;
}
if (RsEngine.Get().Input.DPadUpDown)
{
spaceShipts.Y -= 11;
}
if (RsEngine.Get().Input.DPadDownDown)
{
spaceShipts.Y += 11;
}
}
protected override void Render ()
{
base.Render ();
//no need to actually call this but if you want to do some custom rendering you can do it here
}
}
}
and you startup the state in your main method like so :
Code:
RsEngine.Get().State.PushState(new ExampleLandMainMenu());