Beispiel #1
0
        public cPickupAble(cGameScene scene, cSpatialGrid grid, Vector2f pos, Vector2f emit_direction) : base(scene, pos)
        {
            this.grid     = grid;
            this.pickedUp = pulling = false;
            this.heading  = emit_direction;

            this.bounds = new cAABB();
            this.bounds.SetDims(new Vector2f(16.0f, 22.0f));
            this.bounds.SetPosByCenter(pos);
            this.HitCollisionRect = bounds;

            this.MaxSpeed = EMIT_SPEED * 2;
            this.mass     = 100.0f;

            this.velocity.X = this.heading.X * EMIT_SPEED;
            this.velocity.Y = this.heading.Y * EMIT_SPEED;
            orientation     = cAppMath.GetAngleOfVector(heading);

            this.sprite = new Sprite(cAssetManager.GetTexture("pickups"));

            pickup = PickupEffects.getWeighted(); //.get(PickupType.HEALTH);

            this.sprite.TextureRect = pickup.TextureRect;
            //this.sprite.Scale = new Vector2f(0.5f, 0.5f);
            //this.sprite.Rotation = (float)cAppMath.RadianToDegress(this.orientation);

            this.sprite.Origin = new Vector2f(12.0f, 12.0f);
        }
Beispiel #2
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        public cPlayer(cGameScene scene, Vector2f pos) : base(scene, pos)
        {
            p_followLight                 = new cLight();
            p_followLight.Radius          = 80.0f;
            p_followLight.LinearizeFactor = 0.9f;
            p_followLight.Color           = new Color(240, 219, 164);
            this.Scene.LightMap.AddStaticLight(p_followLight);

            this.weapon = new cShotgun(this, Constants.DEFAULT_WEAPON_FIRING_FREQUENCY); // 9

            healthText               = new Text("", cAssetManager.GetFont("pf_tempesta_seven"));
            healthText.Position      = new Vector2f(pscene.AppController.MainWindow.DefaultView.Size.X - 500, 30);
            healthText.CharacterSize = 28; // in pixels, not points!
            healthText.Color         = Color.White;
            healthText.Style         = Text.Styles.Bold;
        }
Beispiel #3
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        public cGameObject(cGameScene scene, Vector2f pos) : base()
        {
            pscene       = scene;
            position     = pos;
            lastPosition = pos;
            viewPosition = pos;

            velocity         = new Vector2f(0.0f, 0.0f);
            acceleration     = new Vector2f(0.0f, 0.0f);
            force            = new Vector2f(0.0f, 0.0f);
            orientation      = 0.0;
            mass             = 1.0f;
            movAble          = true;
            hitCollisionRect = new cAABB();
            m_ID             = GetNextValidID();
        }
Beispiel #4
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 public cGameObject() : base()
 {
     pscene           = null;
     position         = new Vector2f(0.0f, 0.0f);;
     lastPosition     = new Vector2f(0.0f, 0.0f);;
     viewPosition     = new Vector2f(0.0f, 0.0f);;
     velocity         = new Vector2f(0.0f, 0.0f);
     acceleration     = new Vector2f(0.0f, 0.0f);
     force            = new Vector2f(0.0f, 0.0f);
     MaxSpeed         = 0.0f;
     SlowDown         = 1.0f;
     orientation      = 0.0;
     mass             = 1.0f;
     movAble          = true;
     hitCollisionRect = new cAABB();
     m_ID             = GetNextValidID();
 }
        public cParticleManager(cGameScene scene)
        {
            this.scene = scene;

            explosionTexture = cAssetManager.GetTexture("simple_particle");
            fireworksTexture = cAssetManager.GetTexture("bullet_light_green");

            explosions = new cExplosionController(this);
            fireworks  = new cFireworksController(this);

            label          = new Text();
            label.Position = new Vector2f(20, 45);

            label.Font          = cAssetManager.GetFont("BGOTHL");
            label.CharacterSize = 24;
            label.Color         = Color.White;
            label.Style         = Text.Styles.Bold;
        }
Beispiel #6
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        public cMonster(cGameScene scene, Vector2f pos) : base(scene, pos)
        {
            p_followLight                 = new cLight();
            p_followLight.Radius          = 80.0f;
            p_followLight.LinearizeFactor = 0.9f;
            p_followLight.Bleed           = 2.0f;
            p_followLight.Color           = new Color(20, 184, 87);
            //this.Scene.LightMap.AddStaticLight(p_followLight);


            eye                 = new cLight();
            eye.Radius          = 10.0f;
            eye.LinearizeFactor = 0.98f;
            eye.Bleed           = 5.0f;
            eye.OriginalColor   = new Color(255, 39, 13);
            eye.Color           = new Color(255, 39, 13);

            this.Scene.LightMap.AddStaticLight(eye);

            locateTime = new cTimer();
        }
 public comLittleBloodExplosion(cGameScene scene, Vector2f pos) : base(scene)
 {
     this.pos = pos;
 }
Beispiel #8
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 public comNormalBloodExplosion(cGameScene scene, cEmissionInfo emission) : base(scene)
 {
     this.emission = emission;
 }
 public cBaseGameCommand(cGameScene scene)
 {
     this.scene = scene;
 }
Beispiel #10
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 public cCharacter(cGameScene scene, Vector2f pos) : base(scene, pos)
 {
     spriteControl = new cSpriteStateController();
     initSprites();
     init();
 }
Beispiel #11
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 public comPlacePickup(cGameScene scene, cPickupAble item) : base(scene)
 {
     this.item = item;
 }
Beispiel #12
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 public comNormalFireworks(cGameScene scene, Vector2f pos) : base(scene)
 {
     this.pos = pos;
 }