public InstructionsScene() { this.Camera.SetViewFromViewport(); _texture = new Texture2D("/Application/assets/images/allSame.png",false); // started working out game logic in a seperate project Card Match Login _ti = new TextureInfo(_texture); SpriteUV titleScreen = new SpriteUV(_ti); titleScreen.Scale = _ti.TextureSizef; titleScreen.Pivot = new Vector2(0.5f,0.5f); titleScreen.Position = new Vector2(Director.Instance.GL.Context.GetViewport().Width/2, Director.Instance.GL.Context.GetViewport().Height/2); this.AddChild(titleScreen); Vector4 origColor = titleScreen.Color; titleScreen.Color = new Vector4(0,0,0,0); var tintAction = new TintTo(origColor,10.0f); ActionManager.Instance.AddAction(tintAction,titleScreen); tintAction.Run(); Scheduler.Instance.ScheduleUpdateForTarget(this,0,false); // Clear any queued clicks so we dont immediately exit if coming in from the menu Touch.GetData(0).Clear(); }
public TitleScene() { this.Camera.SetViewFromViewport(); _texture = new Texture2D("Application/images/title.png",false); _ti = new TextureInfo(_texture); SpriteUV titleScreen = new SpriteUV(_ti); titleScreen.Scale = _ti.TextureSizef; titleScreen.Pivot = new Vector2(0.5f,0.5f); titleScreen.Position = new Vector2(Director.Instance.GL.Context.GetViewport().Width/2, Director.Instance.GL.Context.GetViewport().Height/2); this.AddChild(titleScreen); Vector4 origColor = titleScreen.Color; titleScreen.Color = new Vector4(0,0,0,0); var tintAction = new TintTo(origColor,10.0f); ActionManager.Instance.AddAction(tintAction,titleScreen); tintAction.Run(); _titleSong = new Bgm("/Application/audio/titlesong.mp3"); if(_songPlayer != null) _songPlayer.Dispose(); _songPlayer = _titleSong.CreatePlayer(); Scheduler.Instance.ScheduleUpdateForTarget(this,0,false); // Clear any queued clicks so we dont immediately exit if coming in from the menu Touch.GetData(0).Clear(); }
public TitleScene() { if(AppMain.am == null) { AppMain.am = new AudioManager(); } else { AppMain.am.changeSong(false); } this.Camera.SetViewFromViewport(); _texture = new Texture2D("/Application/images/title.png", false); _textureInfo = new TextureInfo(_texture); SpriteUV titleScreen = new SpriteUV(_textureInfo); titleScreen.Scale = _textureInfo.TextureSizef; titleScreen.Pivot = new Vector2(0.5f, 0.5f); ImageRect viewPort = Director.Instance.GL.Context.GetViewport(); titleScreen.Position = new Vector2(viewPort.Width/2, viewPort.Height/2); this.AddChild(titleScreen); Vector4 origColour = titleScreen.Color; titleScreen.Color = new Vector4(0,0,0,0); var tintAction = new TintTo(origColour, 10.0f); ActionManager.Instance.AddAction(tintAction, titleScreen); tintAction.Run(); Scheduler.Instance.ScheduleUpdateForTarget(this, 0, false); // Clear any queued clicks so we don't immediately exit if coming in from the menu Touch.GetData (0).Clear(); }
public TitleScene() { this.Camera.SetViewFromViewport(); _texture = new Texture2D("/Application/assets/images/header.png",false); _ti = new TextureInfo(_texture); SpriteUV titleScreen = new SpriteUV(_ti); titleScreen.Scale = _ti.TextureSizef; titleScreen.Pivot = new Vector2(0.5f,0.5f); titleScreen.Position = new Vector2(Director.Instance.GL.Context.GetViewport().Width/2, Director.Instance.GL.Context.GetViewport().Height/2); this.AddChild(titleScreen); Vector4 origColor = titleScreen.Color; titleScreen.Color = new Vector4(0,0,0,0); var tintAction = new TintTo(origColor,10.0f); ActionManager.Instance.AddAction(tintAction,titleScreen); tintAction.Run(); // MUSIC Support.MusicSystem.Instance.Play("play.mp3"); Scheduler.Instance.ScheduleUpdateForTarget(this,0,false); // Clear any queued clicks so we dont immediately exit if coming in from the menu Touch.GetData(0).Clear(); }
public TitleScene() { this.Camera.SetViewFromViewport(); m_texture = new Texture2D("Application/images/title.png", false); m_ti = new TextureInfo(m_texture); SpriteUV titleScreen = new SpriteUV(m_ti); titleScreen.Scale = m_ti.TextureSizef; titleScreen.Pivot = new Vector2(0.5f, 0.5f); titleScreen.Position = new Vector2(Director.Instance.GL.Context.GetViewport().Width / 2.0f, Director.Instance.GL.Context.GetViewport().Height / 2.0f); this.AddChild(titleScreen); Vector4 origColor = titleScreen.Color; titleScreen.Color = new Vector4(0, 0, 0, 0); var tintAction = new TintTo(origColor, 10.0f); ActionManager.Instance.AddAction(tintAction, titleScreen); tintAction.Run(); m_titleSong = new Bgm("/Application/audio/titlesong.mp3"); if (m_songPlayer != null) { m_songPlayer.Dispose(); } m_songPlayer = m_titleSong.CreatePlayer(); Scheduler.Instance.ScheduleUpdateForTarget(this, 0, false); // Clear any queued clicks so we dont immediately exit if coming in from the menu Touch.GetData(0).Clear(); }
protected override void OnUpdate(float timeStep) { var input = Input; const float duration = 1f; //2s FiniteTimeAction action = null; if (input.GetKeyPress(Key.W)) { action = new MoveBy(duration, new Vector3(0, 0, 5)); } if (input.GetKeyPress(Key.S)) { action = new MoveBy(duration, new Vector3(0, 0, -5)); } if (input.GetKeyPress(Key.E)) { action = new FadeIn(duration); } if (input.GetKeyPress(Key.Q)) { action = new FadeOut(duration); } if (input.GetKeyPress(Key.R)) { action = new EaseElasticInOut(new ScaleBy(duration, 1.3f)); } if (input.GetKeyPress(Key.G)) { action = new TintTo(duration, NextRandom(1), NextRandom(1), NextRandom(1)); } if (action != null) { //can be awaited boxNode.RunActionsAsync(action); } base.OnUpdate(timeStep); }
private void setTintAction() { Vector4 originalColor = this.titleScreenSprite.Color; this.titleScreenSprite.Color = new Vector4(0,0,0,0); var tintAction = new TintTo(originalColor,10.0f); ActionManager.Instance.AddAction (tintAction, this.titleScreenSprite); tintAction.Run(); }
public static Scene MakeTestActionsScene() { TextureInfo Characters = new TextureInfo(new Texture2D("/Application/Sample/GameEngine2D/FeatureCatalog/data/PlanetCute/Objects.png", false), new Vector2i(7, 3)); float world_scale = 0.036f; var sprite = new SpriteTile(); sprite.TextureInfo = Characters; sprite.TileIndex1D = 2; sprite.Quad.S = sprite.CalcSizeInPixels() * world_scale; sprite.CenterSprite(); sprite.Color = new Vector4(1.0f, 1.0f, 1.0f, 0.75f); sprite.BlendMode = BlendMode.Normal; var scene = new Scene() { Name = "Action tests" }; scene.AddChild(sprite); var pos = new Vector2(0.0f, 0.0f); int writing_color_tag = 333; int writing_position_tag = 65406; AddButton(scene, "MoveTo (0,0)", ref pos, () => { sprite.RunAction(new MoveTo(new Vector2(0.0f, 0.0f), 0.1f)); }); AddButton(scene, "MoveBy (3,0)", ref pos, () => { sprite.RunAction(new MoveBy(new Vector2(3.0f, 0.0f), 0.1f)); }); AddButton(scene, "ScaleBy (2,2)", ref pos, () => { sprite.RunAction(new ScaleBy(new Vector2(2.0f, 2.0f), 0.1f)); }); AddButton(scene, "ScaleBy (0.5,0.5)", ref pos, () => { sprite.RunAction(new ScaleBy(new Vector2(0.5f, 0.5f), 0.1f)); }); AddButton(scene, "TintTo White", ref pos, () => { // prevent from running an other action that writes the color if (sprite.GetActionByTag(writing_color_tag) != null) { sprite.StopActionByTag(writing_color_tag); } sprite.RunAction(new TintTo(Math.SetAlpha(Colors.White, 0.75f), 2.0f) { Tag = writing_color_tag }); } ); AddButton(scene, "TintTo Blue", ref pos, () => { // prevent from running an other action that writes the color if (sprite.GetActionByTag(writing_color_tag) != null) { sprite.StopActionByTag(writing_color_tag); } sprite.RunAction(new TintTo(Math.SetAlpha(Colors.Blue, 0.75f), 2.0f) { Tag = writing_color_tag }); } ); AddButton(scene, "Pingpong colors", ref pos, () => { // prevent from running an other action that writes the color if (sprite.GetActionByTag(writing_color_tag) != null) { sprite.StopActionByTag(writing_color_tag); } var action12 = new TintTo(Colors.Green, 0.5f) { Tween = (t) => FMath.Sin(t * Math.Pi * 0.5f), }; var action13 = new TintTo(Colors.Magenta, 0.5f) { Tween = (t) => FMath.Sin(t * Math.Pi * 0.5f), }; var seq = new Sequence(); seq.Add(action12); seq.Add(action13); var repeat0 = new RepeatForever() { InnerAction = seq, Tag = writing_color_tag }; sprite.RunAction(repeat0); } ); AddButton(scene, "Pingpong position", ref pos, () => { // prevent from running the same action twice // (we could also just hold an Action object somewhere and re-run, so that this check wouldn't be needed) if (sprite.GetActionByTag(writing_position_tag) != null) { sprite.StopActionByTag(writing_position_tag); } var action12 = new MoveTo(new Vector2(-5, 0), 0.5f) { Tween = (t) => FMath.Sin(t * Math.Pi * 0.5f), }; var action13 = new MoveTo(new Vector2(5, 0), 0.5f) { Tween = (t) => FMath.Sin(t * Math.Pi * 0.5f), }; var seq = new Sequence(); seq.Add(action12); seq.Add(action13); var repeat0 = new RepeatForever() { InnerAction = seq, Tag = writing_position_tag }; sprite.RunAction(repeat0); } ); AddButton(scene, "StopAllActions", ref pos, () => sprite.StopAllActions()); scene.RegisterDisposeOnExit((System.IDisposable)Characters); return(scene); }
public void TintBackground( Vector4 pColor, float pDuration ) { var bgTint = new TintTo(pColor, pDuration) { Get = () => BackgroundColor, Set = value => { BackgroundColor = value; if(GameScene.Hud != null) GameScene.Hud.HudBarMask.Color = value; }, Tween = (x) => Sce.PlayStation.HighLevel.GameEngine2D.Base.Math.PowEaseOut(x,2) }; Director.Instance.CurrentScene.RunAction(bgTint); }
public static void ShiftLabelColor(this Label self, Vector4 pColor, float pDuration = 0.0f) { self.StopActionByTag(3); var shift = new TintTo(pColor, pDuration) { Tag = 3, Get = () => self.Color, Set = (value) => { self.Color.R = value.R; self.Color.G = value.G; self.Color.B = value.B; }, Tween = (t) => Sce.PlayStation.HighLevel.GameEngine2D.Base.Math.PowEaseOut(t,2) }; self.RunAction(shift); }
public static void ShiftLabelAlpha( this SpriteBase self, Vector4 pColor, float pDuration=0.0f) { self.StopActionByTag(2); var shift = new TintTo(pColor, pDuration) { Tag = 2, Get = () => self.Color, Set = (value) => { self.Color.A = value.A; }, Tween = (t) => Sce.PlayStation.HighLevel.GameEngine2D.Base.Math.PowEaseOut(t,2) }; self.RunAction(shift); }
public void StopEffect() { if ( Image.GetActionByTag( BLINK_COLOR_TAG ) != null ) Image.StopActionByTag( BLINK_COLOR_TAG ); var action = new TintTo(Colors.White, 0.2f) { Tween = (t) => Sce.PlayStation.Core.FMath.Sin(t*Math.Pi*0.5f), }; Image.RunAction(action); }
public void StartEffect() { if ( Image.GetActionByTag( BLINK_COLOR_TAG ) != null ) Image.StopActionByTag( BLINK_COLOR_TAG ); var actionBlinkWhite = new TintTo( Colors.White, 0.2f ) { Tween = (t) => Sce.PlayStation.Core.FMath.Sin(t*Math.Pi*0.5f), }; var actionBlinkGrey = new TintTo( Colors.Grey50, 0.20f ) { Tween = (t) => Sce.PlayStation.Core.FMath.Sin(t*Math.Pi*0.5f), }; var seq = new Sequence(); seq.Add( actionBlinkWhite ); seq.Add( actionBlinkGrey ); var repeat0 = new RepeatForever { InnerAction = seq, Tag = BLINK_COLOR_TAG }; Image.RunAction( repeat0 ); }