SetAnchor() public method

public SetAnchor ( Vector2 newAnchor ) : void
newAnchor Vector2
return void
Beispiel #1
0
        public LevelBar(int numDashes)
        {
            this.numDashes = numDashes;
            string borderElementName = "UI/Stats/LevelBar_" + numDashes;

            if (numDashes == 5) {
                dashWidth = 19;
            } else if (numDashes == 10) {
                dashWidth = 9;
            } else if (numDashes == 25) {
                dashWidth = 3;
            }

            AddChild (barContainer = new FContainer ());

            barContainer.AddChild (background = new FSprite ("Box")); //black bg
            background.color = Color.black;
            background.SetAnchor (0.0f, 0.0f);

            barContainer.AddChild (borderSprite = new FSprite (borderElementName));//white border
            borderSprite.SetAnchor (0.0f, 0);
            borderSprite.SetPosition (0, 0);

            barContainer.AddChild (dashContainer = new FContainer ());

            dashSpacing = 1;
            totalWidth = 100;
            dashHeight = 3;
            barOffset = new Vector2 (-51, 0);
            dashOffset = new Vector2 (1, 2);
            ApplyConfig ();
        }
    // ------------------------------------------------------------------------
    // ------------------------------------------------------------------------
    private void setupLighting()
    {
        // define the shader and reuse this shader on the sprites so the FRenderLayers continue to batch properly
        // SRLightingShader(string normalTexture, float shininess, Color diffuseColor, Color specularColor)
        SRLightingShader lightingShader = new SRLightingShader(ROCKS_NORMAL, 2.5f, Color.white, Color.white);

        // sprite uses the SRLightingShader for normal mapped lighting
        FSprite leftRockSprite = new FSprite(ROCKS_SPRITE);

        leftRockSprite.shader = lightingShader;         // do NOT create a new Shader for each sprite. Doing so would break FRenderLayer batching
        leftRockSprite.SetAnchor(1.0f, 0.5f);
        Futile.stage.AddChild(leftRockSprite);

        // sprite uses the SRLightingShader for normal mapped lighting
        FSprite rightRockSprite = new FSprite(ROCKS_SPRITE);

        rightRockSprite.shader = lightingShader;         // do NOT create a new Shader for each sprite. Doing so would break FRenderLayer batching
        rightRockSprite.SetAnchor(0.0f, 0.5f);
        Futile.stage.AddChild(rightRockSprite);

        // add light gameobject
        lightGameObject = new GameObject("Light");
        lightGameObject.transform.localPosition = new Vector3(0, 0, lightDepth);

        // add lightsource to it and configure
        lightSource            = lightGameObject.AddComponent <Light>();
        lightSource.color      = Color.white;
        lightSource.intensity  = 8;
        lightSource.range      = 375;
        lightSource.type       = LightType.Point;
        lightSource.renderMode = LightRenderMode.ForcePixel; // ForcePixel = Important
    }
Beispiel #3
0
    public override void Start()
    {
        // once play navigates away from home screen, don't play the intro when they return
        Main.instance.playIntro = false;

        FSprite background = new FSprite("viewport");
        background.SetAnchor(0.0f, 0.0f);
        AddChild(background);

        string backButtonText = "Back";
        string titleText = "About The Game";
        if (Main.instance.gameFinished){
            // Display end game messages
            titleText = "The Ship Went Nuclear!";

            _scoreLabel = new FLabel("Emulogic", "You Saved " + Main.instance.crewSaved + " Crew Members");
            _scoreLabel.color = Color.black; // new Color(0.173f, 0.722f, 0.976f, 1.0f);
            _scoreLabel.scale = 0.25f;
            _scoreLabel.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + Futile.screen.halfHeight / 2);

            AddChild(_scoreLabel);

            _againButton = new FButton("buttonWide");
            _againButton.AddLabel("Emulogic","Play Again",Color.black);  //new Color(0.45f,0.25f,0.0f,1.0f)
            _againButton.label.scale = 0.25f;
            _againButton.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + 80);
            AddChild(_againButton);

            _againButton.SignalRelease += HandleAgainButtonRelease;

            backButtonText = "Home";
        } else {
            // diplay generic message
        }

        _textLabel = new FLabel("Emulogic", titleText);
        _textLabel.color = Color.black;
        _textLabel.scale = 0.5f;
        _textLabel.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + Futile.screen.halfHeight * 2 / 3);

        AddChild(_textLabel);

        _quitButton = new FButton("buttonWide");
        _quitButton.AddLabel("Emulogic",backButtonText,Color.black);  //new Color(0.45f,0.25f,0.0f,1.0f)
        _quitButton.label.scale = 0.25f;
        _quitButton.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight);
        AddChild(_quitButton);

        _quitButton.SignalRelease += HandleQuitButtonRelease;

        string about = "Game Designed and created by Jason Rendel,\nfor Ludum Dare 27. My first game jam ever!\nCreated for the 48 hour competition.\n\n ---- Tools ----\n Unity 3d - Futile - Gimp \nTexture Packer - Glyph Designer - CFXR\n\nFollow me @jasonrendel\nCheck out what else I'm up to at www.jasonrendel.com";

        _scoreLabel = new FLabel("Emulogic", about);
        _scoreLabel.color = Color.black;
        _scoreLabel.scale = 0.20f;
        _scoreLabel.SetPosition(Futile.screen.halfWidth, 200);

        AddChild(_scoreLabel);
    }
Beispiel #4
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    override public void Start()
    {
        // once play navigates away from home screen, don't play the intro when they return
        Main.instance.playIntro = false;

        Main.instance.crewSaved = 0;

        FSprite background = new FSprite("mainGameViewport");

        background.SetAnchor(0.0f, 0.0f);
        AddChild(background);

        _levelManager = new LevelManager();

        AddChild(_levelManager);

        this.shouldSortByZ = true;

        meltdownBar = new FSprite("meltdown");
        meltdownBar.SetPosition(Futile.screen.halfWidth, 672);
        AddChild(meltdownBar);

        _closeButton = new FButton("button");
        _closeButton.AddLabel("Emulogic", "Quit", Color.black);
        _closeButton.label.scale    = 0.25f;
        _closeButton.sortZ          = 1;
        _closeButton.SignalRelease += HandleCloseButtonRelease;

        _closeButton.x = Futile.screen.width - 125.0f;
        _closeButton.y = Futile.screen.height - 75.0f;

        AddChild(_closeButton);

        Clock clock = new Clock();

        clock.SetPosition(75.0f, Futile.screen.height - 75.0f);
        AddChild(clock);

        crewSavedLabel = new FLabel("Emulogic", "Crew Members Saved: 0");
        crewSavedLabel.SetPosition(Futile.screen.halfWidth, Futile.screen.height - 45.0f);
        crewSavedLabel.scale = 0.25f;
        AddChild(crewSavedLabel);

        selectedInventory           = new FSprite("inventorySelected");
        selectedInventory.isVisible = false;
        AddChild(selectedInventory);

        //spawnInventory();

        spawnCrew(2);

        _lastCycle = Main.GameTime;
    }
        public VirtualControlButton( InputControlType controlType, string elementName, Vector2 position )
        {
            this.controlType = controlType;

            value = 0.0f;
            touchId = -1;
            alpha = 0.5f;

            sprite = new FSprite( elementName );
            sprite.SetAnchor( new Vector2( 0.5f, 0.5f ) );
            AddChild( sprite );

            SetPosition( position );
        }
        public VirtualControlButton(InputControlType controlType, string elementName, Vector2 position)
        {
            this.controlType = controlType;

            value   = 0.0f;
            touchId = -1;
            alpha   = 0.5f;

            sprite = new FSprite(elementName);
            sprite.SetAnchor(new Vector2(0.5f, 0.5f));
            AddChild(sprite);

            SetPosition(position);
        }
Beispiel #7
0
    public void SetupDashes(List <DashData> dashDatas)
    {
        for (int d = 0; d < dashDatas.Count; d++)
        {
            FSprite dash = new FSprite("Box");
            dash.SetAnchor(0, 0);
            dash.width  = dashWidth;
            dash.height = dashHeight;
            dash.x      = dashOffset.x + d * (dashWidth + dashSpacing);
            dash.y      = dashOffset.y;
            dash.color  = dashDatas[d].color;

            dashes.Add(dash);
            dashContainer.AddChild(dash);
        }
    }
Beispiel #8
0
 public FContainer DrawLayer(int id)
 {
     FContainer cont = new FContainer();
     for(int row = 0;row < _layers[id]._height; row++) {
         for(int column = 0;column < _layers[id]._width; column++) {
             int sid = _layers[id]._data[(row*_layers[id]._width)+column];
             if(sid!=0){
                 FSprite s = new FSprite(_tileset[0]._elements[sid-1]);
                 s.SetAnchor(0, 1);
                 s.x = column*32;
                 s.y = -row*32;
                 cont.AddChild(s);
             }
         }
     }
     return cont;
 }
    public FDebugFrameRateGraph()
        : base()
    {
        _texWidth = BASE_TEX_WIDTH;
        _texHeight = BASE_TEX_HEIGHT;
        _numPixels = _texWidth * _texHeight;

        _newFramePixels = new Color[_texHeight];

        _graphTex = new Texture2D(_texWidth, _texHeight, TextureFormat.ARGB32, false);
        _graphTex.filterMode = FilterMode.Point;
        // Initialize the graph
        Color[] blank = new Color[_numPixels];
        for (int i = 0; i < _numPixels; i++)
        {
            blank[i] = _blank;
        }
        _graphTex.SetPixels(blank);

        // Draw lines for the target frame rate
        _targetRow = Mathf.FloorToInt(IDEAL_FRAME_TIME / (MAX_FRAME_TIME / (float)_texHeight));
        _doubleTargetRow = Mathf.FloorToInt(2.0f * IDEAL_FRAME_TIME / (MAX_FRAME_TIME / (float)_texHeight));

        Color[] targetColor = new Color[_texWidth];
        Color[] doubleTargetColor = new Color[_texWidth];
        Color[] maxTargetColor = new Color[_texWidth];
        for (int i = 0; i < _texWidth; i++)
        {
            targetColor[i] = Color.black;
            doubleTargetColor[i] = Color.black;
            maxTargetColor[i] = Color.black;
        }
        _graphTex.SetPixels(0, _targetRow, _texWidth, 1, targetColor);
        _graphTex.SetPixels(0, _doubleTargetRow, _texWidth, 1, doubleTargetColor);
        _graphTex.SetPixels(0, _texHeight - 1, _texWidth, 1, maxTargetColor);
        _graphTex.Apply();

        Futile.atlasManager.LoadAtlasFromTexture("debugFrameGraph", _graphTex);
        _graphSprite = new FSprite("debugFrameGraph");
        _graphSprite.SetAnchor(0.0f, 0.0f);
        _graphSprite.scale = Futile.resourceScale;
        AddChild(_graphSprite);

        ListenForUpdate(HandleUpdate);
    }
    public FDebugFrameRateGraph() : base()
    {
        _texWidth  = BASE_TEX_WIDTH;
        _texHeight = BASE_TEX_HEIGHT;
        _numPixels = _texWidth * _texHeight;

        _newFramePixels = new Color[_texHeight];

        _graphTex            = new Texture2D(_texWidth, _texHeight, TextureFormat.ARGB32, false);
        _graphTex.filterMode = FilterMode.Point;
        // Initialize the graph
        Color[] blank = new Color[_numPixels];
        for (int i = 0; i < _numPixels; i++)
        {
            blank[i] = _blank;
        }
        _graphTex.SetPixels(blank);

        // Draw lines for the target frame rate
        _targetRow       = Mathf.FloorToInt(IDEAL_FRAME_TIME / (MAX_FRAME_TIME / _texHeight));
        _doubleTargetRow = Mathf.FloorToInt(2.0f * IDEAL_FRAME_TIME / (MAX_FRAME_TIME / _texHeight));

        Color[] targetColor       = new Color[_texWidth];
        Color[] doubleTargetColor = new Color[_texWidth];
        Color[] maxTargetColor    = new Color[_texWidth];
        for (int i = 0; i < _texWidth; i++)
        {
            targetColor[i]       = Color.black;
            doubleTargetColor[i] = Color.black;
            maxTargetColor[i]    = Color.black;
        }
        _graphTex.SetPixels(0, _targetRow, _texWidth, 1, targetColor);
        _graphTex.SetPixels(0, _doubleTargetRow, _texWidth, 1, doubleTargetColor);
        _graphTex.SetPixels(0, _texHeight - 1, _texWidth, 1, maxTargetColor);
        _graphTex.Apply();

        Futile.atlasManager.LoadAtlasFromTexture("debugFrameGraph", _graphTex);
        _graphSprite = new FSprite("debugFrameGraph");
        _graphSprite.SetAnchor(0.0f, 0.0f);
        _graphSprite.scale = Futile.resourceScale;
        AddChild(_graphSprite);

        ListenForUpdate(HandleUpdate);
    }
        public VirtualControlStick( InputControlType xAxis, InputControlType yAxis )
        {
            this.xAxis = xAxis;
            this.yAxis = yAxis;

            delta = Vector2.zero;
            value = Vector2.zero;
            touchId = -1;
            alpha = 0.5f;

            baseSprite = new FSprite( "VirtualInput/StickBase" );
            baseSprite.SetAnchor( new Vector2( 0.5f, 0.5f ) );
            AddChild( baseSprite );

            headSprite = new FSprite( "VirtualInput/StickHead" );
            headSprite.SetAnchor( new Vector2( 0.5f, 0.5f ) );
            AddChild( headSprite );

            SetPosition( -Futile.screen.halfWidth + 96, -Futile.screen.halfHeight + 96 );
        }
        public VirtualControlStick(InputControlType xAxis, InputControlType yAxis)
        {
            this.xAxis = xAxis;
            this.yAxis = yAxis;

            delta   = Vector2.zero;
            value   = Vector2.zero;
            touchId = -1;
            alpha   = 0.5f;

            baseSprite = new FSprite("VirtualInput/StickBase");
            baseSprite.SetAnchor(new Vector2(0.5f, 0.5f));
            AddChild(baseSprite);

            headSprite = new FSprite("VirtualInput/StickHead");
            headSprite.SetAnchor(new Vector2(0.5f, 0.5f));
            AddChild(headSprite);

            SetPosition(-Futile.screen.halfWidth + 96, -Futile.screen.halfHeight + 96);
        }
Beispiel #13
0
    public LevelBar(int numDashes)
    {
        this.numDashes = numDashes;
        string borderElementName = "UI/Stats/LevelBar_" + numDashes;

        if (numDashes == 5)
        {
            dashWidth = 19;
        }
        else if (numDashes == 10)
        {
            dashWidth = 9;
        }
        else if (numDashes == 25)
        {
            dashWidth = 3;
        }

        AddChild(barContainer = new FContainer());

        barContainer.AddChild(background = new FSprite("Box"));         //black bg
        background.color = Color.black;
        background.SetAnchor(0.0f, 0.0f);

        barContainer.AddChild(borderSprite = new FSprite(borderElementName));        //white border
        borderSprite.SetAnchor(0.0f, 0);
        borderSprite.SetPosition(0, 0);

        barContainer.AddChild(dashContainer = new FContainer());

        dashSpacing = 1;
        totalWidth  = 100;
        dashHeight  = 3;
        barOffset   = new Vector2(-51, 0);
        dashOffset  = new Vector2(1, 2);
        ApplyConfig();
    }
Beispiel #14
0
    public override void Start()
    {
        // once play navigates away from home screen, don't play the intro when they return
        Main.instance.playIntro = false;

        Main.instance.crewSaved = 0;

        FSprite background = new FSprite("mainGameViewport");
        background.SetAnchor(0.0f, 0.0f);
        AddChild(background);

        _levelManager = new LevelManager();

        AddChild(_levelManager);

        this.shouldSortByZ = true;

        meltdownBar = new FSprite("meltdown");
        meltdownBar.SetPosition(Futile.screen.halfWidth, 672);
        AddChild(meltdownBar);

        _closeButton = new FButton("button");
        _closeButton.AddLabel("Emulogic","Quit",Color.black);
        _closeButton.label.scale = 0.25f;
        _closeButton.sortZ = 1;
        _closeButton.SignalRelease += HandleCloseButtonRelease;

        _closeButton.x = Futile.screen.width - 125.0f;
        _closeButton.y = Futile.screen.height -75.0f;

        AddChild(_closeButton);

        Clock clock = new Clock();
        clock.SetPosition( 75.0f, Futile.screen.height - 75.0f);
        AddChild(clock);

        crewSavedLabel = new FLabel("Emulogic", "Crew Members Saved: 0");
        crewSavedLabel.SetPosition( Futile.screen.halfWidth, Futile.screen.height - 45.0f);
        crewSavedLabel.scale = 0.25f;
        AddChild(crewSavedLabel);

        selectedInventory = new FSprite("inventorySelected");
        selectedInventory.isVisible = false;
        AddChild(selectedInventory);

        //spawnInventory();

        spawnCrew(2);

        _lastCycle = Main.GameTime;
    }
Beispiel #15
0
 public static void Rect(Rect rect, Color color)
 {
     Draw.rect = rect;
     FSprite sprite = new FSprite(Pixel);
     SpriteBatch.AddChild(sprite);
     sprite.SetAnchor(0, 0);
     sprite.SetPosition(rect.x, rect.y);
     sprite.width = rect.width;
     sprite.height = rect.height;
     sprite.color = color;
     //SpriteBatch.Draw(Pixel.Texture2D, rect, Pixel.Rect, color);
 }
Beispiel #16
0
    public override void Start()
    {
        Main.instance.crewSaved = 0;
        Main.instance.gameFinished = false;

        FSprite background = new FSprite("viewport");
        background.SetAnchor(0.0f, 0.0f);
        AddChild(background);

        _introLabel = new FLabel("Emulogic", "");
        _introLabel.color = Color.black; //Color.green; // new Color(0.173f, 0.722f, 0.976f, 1.0f);
        _introLabel.scale = 0.2f;
        _introLabel.SetAnchor(0.0f, 1.0f);
        _introLabel.SetPosition(60, Futile.screen.height - 14);

        AddChild(_introLabel);

        _titleLabel = new FLabel("Emulogic", "");
        _titleLabel.color = Color.black;
        _titleLabel.scale = 1.0f;
        _titleLabel.SetAnchor(0.0f, 1.0f);
        _titleLabel.SetPosition(200, 550);

        AddChild(_titleLabel);

        _finalLabel = new FLabel("Emulogic", "");
        _finalLabel.color = Color.black; //Color.green;
        _finalLabel.scale = 0.2f;
        _finalLabel.SetAnchor(0.0f, 1.0f);
        _finalLabel.SetPosition(575, 400);

        AddChild(_finalLabel);

        if (!Main.instance.playIntro){
            _introLabel.text = _introText;
            _titleLabel.text = _titleText;
            _finalLabel.text = _finalText;
        }

        _startButton = new FButton("buttonWide");
        _startButton.AddLabel("Emulogic","Play!",Color.black);  //new Color(0.45f,0.25f,0.0f,1.0f)
        _startButton.label.scale = 0.25f;
        _startButton.SetPosition(Futile.screen.width - 225, 155);
        AddChild(_startButton);

        _startButton.SignalRelease += HandleStartButtonRelease;

        _creditsButton = new FButton("buttonWide");
        _creditsButton.AddLabel("Emulogic","About",Color.black);  //new Color(0.45f,0.25f,0.0f,1.0f)
        _creditsButton.label.scale = 0.25f;
        _creditsButton.SetPosition(Futile.screen.width - 225, 75);
        AddChild(_creditsButton);

        _creditsButton.SignalRelease += HandleCreditsButtonRelease;

        _lastTextUpdate = Main.GameTime;

        FSprite escapePod = new FSprite("escapePod");
        FSprite doors = new FSprite("doorsIcon");
        FSprite crew = new FSprite("floatingCharacter");
        FSprite clock = new FSprite("moveTileIcon");
        //FSprite clock = new FSprite("clock4");

        escapePod.scale = 0.5f;
        doors.scale = 0.5f;

        escapePod.SetPosition(140, 305);
        doors.SetPosition(140, 230);
        crew.SetPosition(140, 155);
        clock.SetPosition(140, 80);

        AddChild(escapePod);
        AddChild(doors);
        AddChild(crew);
        AddChild(clock);

        FLabel escapePodLabel = new FLabel("Emulogic", "Get the crew to \nthe escape pods!");
        escapePodLabel.color = Color.black; //Color.green;
        escapePodLabel.scale = 0.15f;
        escapePodLabel.SetAnchor(0.0f, 0.5f);
        escapePodLabel.SetPosition(200, 305);
        AddChild(escapePodLabel);

        FLabel doorsLabel = new FLabel("Emulogic", "Touch doors to \nopen and close them.");
        doorsLabel.color = Color.black; //Color.green;
        doorsLabel.scale = 0.15f;
        doorsLabel.SetAnchor(0.0f, 0.5f);
        doorsLabel.SetPosition(200, 230);
        AddChild(doorsLabel);

        FLabel crewLabel = new FLabel("Emulogic", "The Crew. They will walk \nthrough open doors, \nbut don't expect much else.");
        crewLabel.color = Color.black; //Color.green;
        crewLabel.scale = 0.15f;
        crewLabel.SetAnchor(0.0f, 0.5f);
        crewLabel.SetPosition(200, 155);
        AddChild(crewLabel);

        FLabel clockLabel = new FLabel("Emulogic", "Place movement tiles \nto redirect the crew.");
        //FLabel clockLabel = new FLabel("Emulogic", "10 Seconds.");
        clockLabel.color = Color.black; //Color.green;
        clockLabel.scale = 0.15f;
        clockLabel.SetAnchor(0.0f, 0.5f);
        clockLabel.SetPosition(200, 80);
        AddChild(clockLabel);
    }
Beispiel #17
0
    public void SetupDashes(List<DashData> dashDatas)
    {
        for(int d = 0; d<dashDatas.Count; d++)
        {
            FSprite dash = new FSprite("Box");
            dash.SetAnchor(0,0);
            dash.width = dashWidth;
            dash.height = dashHeight;
            dash.x = dashOffset.x + d * (dashWidth+dashSpacing);
            dash.y = dashOffset.y;
            dash.color = dashDatas[d].color;

            dashes.Add(dash);
            dashContainer.AddChild(dash);
        }
    }
Beispiel #18
0
    override public void Start()
    {
        Main.instance.crewSaved    = 0;
        Main.instance.gameFinished = false;

        FSprite background = new FSprite("viewport");

        background.SetAnchor(0.0f, 0.0f);
        AddChild(background);

        _introLabel       = new FLabel("Emulogic", "");
        _introLabel.color = Color.black;         //Color.green; // new Color(0.173f, 0.722f, 0.976f, 1.0f);
        _introLabel.scale = 0.2f;
        _introLabel.SetAnchor(0.0f, 1.0f);
        _introLabel.SetPosition(60, Futile.screen.height - 14);

        AddChild(_introLabel);

        _titleLabel       = new FLabel("Emulogic", "");
        _titleLabel.color = Color.black;
        _titleLabel.scale = 1.0f;
        _titleLabel.SetAnchor(0.0f, 1.0f);
        _titleLabel.SetPosition(200, 550);

        AddChild(_titleLabel);

        _finalLabel       = new FLabel("Emulogic", "");
        _finalLabel.color = Color.black;         //Color.green;
        _finalLabel.scale = 0.2f;
        _finalLabel.SetAnchor(0.0f, 1.0f);
        _finalLabel.SetPosition(575, 400);

        AddChild(_finalLabel);

        if (!Main.instance.playIntro)
        {
            _introLabel.text = _introText;
            _titleLabel.text = _titleText;
            _finalLabel.text = _finalText;
        }

        _startButton = new FButton("buttonWide");
        _startButton.AddLabel("Emulogic", "Play!", Color.black);        //new Color(0.45f,0.25f,0.0f,1.0f)
        _startButton.label.scale = 0.25f;
        _startButton.SetPosition(Futile.screen.width - 225, 155);
        AddChild(_startButton);

        _startButton.SignalRelease += HandleStartButtonRelease;

        _creditsButton = new FButton("buttonWide");
        _creditsButton.AddLabel("Emulogic", "About", Color.black);        //new Color(0.45f,0.25f,0.0f,1.0f)
        _creditsButton.label.scale = 0.25f;
        _creditsButton.SetPosition(Futile.screen.width - 225, 75);
        AddChild(_creditsButton);

        _creditsButton.SignalRelease += HandleCreditsButtonRelease;

        _lastTextUpdate = Main.GameTime;


        FSprite escapePod = new FSprite("escapePod");
        FSprite doors     = new FSprite("doorsIcon");
        FSprite crew      = new FSprite("floatingCharacter");
        FSprite clock     = new FSprite("moveTileIcon");

        //FSprite clock = new FSprite("clock4");

        escapePod.scale = 0.5f;
        doors.scale     = 0.5f;

        escapePod.SetPosition(140, 305);
        doors.SetPosition(140, 230);
        crew.SetPosition(140, 155);
        clock.SetPosition(140, 80);

        AddChild(escapePod);
        AddChild(doors);
        AddChild(crew);
        AddChild(clock);

        FLabel escapePodLabel = new FLabel("Emulogic", "Get the crew to \nthe escape pods!");

        escapePodLabel.color = Color.black;         //Color.green;
        escapePodLabel.scale = 0.15f;
        escapePodLabel.SetAnchor(0.0f, 0.5f);
        escapePodLabel.SetPosition(200, 305);
        AddChild(escapePodLabel);

        FLabel doorsLabel = new FLabel("Emulogic", "Touch doors to \nopen and close them.");

        doorsLabel.color = Color.black;         //Color.green;
        doorsLabel.scale = 0.15f;
        doorsLabel.SetAnchor(0.0f, 0.5f);
        doorsLabel.SetPosition(200, 230);
        AddChild(doorsLabel);

        FLabel crewLabel = new FLabel("Emulogic", "The Crew. They will walk \nthrough open doors, \nbut don't expect much else.");

        crewLabel.color = Color.black;         //Color.green;
        crewLabel.scale = 0.15f;
        crewLabel.SetAnchor(0.0f, 0.5f);
        crewLabel.SetPosition(200, 155);
        AddChild(crewLabel);

        FLabel clockLabel = new FLabel("Emulogic", "Place movement tiles \nto redirect the crew.");

        //FLabel clockLabel = new FLabel("Emulogic", "10 Seconds.");
        clockLabel.color = Color.black;         //Color.green;
        clockLabel.scale = 0.15f;
        clockLabel.SetAnchor(0.0f, 0.5f);
        clockLabel.SetPosition(200, 80);
        AddChild(clockLabel);
    }
Beispiel #19
0
        public static void HollowRect(float x, float y, float width, float height, Color color)
        {
            rect.x = (int)x;
            rect.y = (int)y;
            rect.width = (int)width;
            rect.height = 1;

            FSprite sprite = new FSprite(Pixel);
            SpriteBatch.AddChild(sprite);
            sprite.SetAnchor(0, 0);
            sprite.SetPosition(rect.x, rect.y);
            sprite.width = rect.width;
            sprite.height = rect.height;
            sprite.color = color;
            //SpriteBatch.Draw(Pixel.Texture2D, rect, Pixel.Rect, color);

            rect.y += (int)height - 1;

            sprite = new FSprite(Pixel);
            SpriteBatch.AddChild(sprite);
            sprite.SetAnchor(0, 0);
            sprite.SetPosition(rect.x, rect.y);
            sprite.width = rect.width;
            sprite.height = rect.height;
            sprite.color = color;
            //SpriteBatch.Draw(Pixel.Texture2D, rect, Pixel.Rect, color);

            rect.y -= (int)height - 1;
            rect.width = 1;
            rect.height = (int)height;

            sprite = new FSprite(Pixel);
            SpriteBatch.AddChild(sprite);
            sprite.SetAnchor(0, 0);
            sprite.SetPosition(rect.x, rect.y);
            sprite.width = rect.width;
            sprite.height = rect.height;
            sprite.color = color;
            //SpriteBatch.Draw(Pixel.Texture2D, rect, Pixel.Rect, color);

            rect.x += (int)width - 1;

            sprite = new FSprite(Pixel);
            SpriteBatch.AddChild(sprite);
            sprite.SetAnchor(0, 0);
            sprite.SetPosition(rect.x, rect.y);
            sprite.width = rect.width;
            sprite.height = rect.height;
            sprite.color = color;
            //SpriteBatch.Draw(Pixel.Texture2D, rect, Pixel.Rect, color);
        }
Beispiel #20
0
    override public void Start()
    {
        // once play navigates away from home screen, don't play the intro when they return
        Main.instance.playIntro = false;

        FSprite background = new FSprite("viewport");

        background.SetAnchor(0.0f, 0.0f);
        AddChild(background);

        string backButtonText = "Back";
        string titleText      = "About The Game";

        if (Main.instance.gameFinished)
        {
            // Display end game messages
            titleText = "The Ship Went Nuclear!";

            _scoreLabel       = new FLabel("Emulogic", "You Saved " + Main.instance.crewSaved + " Crew Members");
            _scoreLabel.color = Color.black;             // new Color(0.173f, 0.722f, 0.976f, 1.0f);
            _scoreLabel.scale = 0.25f;
            _scoreLabel.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + Futile.screen.halfHeight / 2);

            AddChild(_scoreLabel);

            _againButton = new FButton("buttonWide");
            _againButton.AddLabel("Emulogic", "Play Again", Color.black);            //new Color(0.45f,0.25f,0.0f,1.0f)
            _againButton.label.scale = 0.25f;
            _againButton.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + 80);
            AddChild(_againButton);

            _againButton.SignalRelease += HandleAgainButtonRelease;

            backButtonText = "Home";
        }
        else
        {
            // diplay generic message
        }

        _textLabel       = new FLabel("Emulogic", titleText);
        _textLabel.color = Color.black;
        _textLabel.scale = 0.5f;
        _textLabel.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + Futile.screen.halfHeight * 2 / 3);

        AddChild(_textLabel);

        _quitButton = new FButton("buttonWide");
        _quitButton.AddLabel("Emulogic", backButtonText, Color.black);        //new Color(0.45f,0.25f,0.0f,1.0f)
        _quitButton.label.scale = 0.25f;
        _quitButton.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight);
        AddChild(_quitButton);

        _quitButton.SignalRelease += HandleQuitButtonRelease;

        string about = "Game Designed and created by Jason Rendel,\nfor Ludum Dare 27. My first game jam ever!\nCreated for the 48 hour competition.\n\n ---- Tools ----\n Unity 3d - Futile - Gimp \nTexture Packer - Glyph Designer - CFXR\n\nFollow me @jasonrendel\nCheck out what else I'm up to at www.jasonrendel.com";

        _scoreLabel       = new FLabel("Emulogic", about);
        _scoreLabel.color = Color.black;
        _scoreLabel.scale = 0.20f;
        _scoreLabel.SetPosition(Futile.screen.halfWidth, 200);

        AddChild(_scoreLabel);
    }