Beispiel #1
0
        public override string Initialize()
        {
            _Geometry = new Geometry(this, new Vector2(), 45.0f, 50.0f, 0.0f, 50.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("health", "Normal", 1, 1, 1.0f));

            // Set marine towards front of screen
            //_Depth = 0.2f;

            // Return the name for this class
            return("Health_Gui");
        }
Beispiel #2
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        public override string Initialize()
        {
            _Geometry = new Geometry(this, new Vector2(250, 250), 258, 268, 0.0f, 50.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("texturelistbox", "Normal", 1, 1, 1.0f));

            _Depth = 0.2f;

            DynamicLighting = false;

            // Return the name for this class
            return("Editor_Gui");
        }
Beispiel #3
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        public override string Initialize()
        {
            // Create collision geometry for the marine
            _Geometry = new Geometry(this, new Vector2(), 50.0f, 28.0f, 0.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("crosshair", "Normal", 1, 1, 8.0f));

            // Set crosshair to front of screen
            _Depth = 0.1f;

            // Return the name for this class
            return("Crosshair");
        }
Beispiel #4
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        public override string Initialize()
        {
            // Create collision geometry for the marine
            _Geometry = new Geometry(this, new Vector2(), TileWidth, TileHeight, 0.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            _ColourOverlay   = Color.White;
            _DynamicLighting = true;

            // Set tiles towards back of screen
            _Depth = 0.95f;

            // Return the name for this class
            return("Tile");
        }
Beispiel #5
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        public override string Initialize()
        {
            Geometry = new Geometry(this, new Vector2(), 120.0f, 120.0f, 0.0f);


            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("radar", "Normal", 1, 1, 1.0f));

            // Set marine towards front of screen
            _Depth = 0.19f;

            _BlipTex = Application.AppReference.Content.Load <Texture2D>("blip");

            // Return the name for this class
            return("Radar_Gui");
        }
Beispiel #6
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        public override string Initialize()
        {
            bullets = new Ammo_Gui_Bullet[Marine.ClipSize];
            for (int i = 0; i < Marine.ClipSize; i++)
            {
                bullets[i] = new Ammo_Gui_Bullet(_Parent, firstPos + (i * increment));
            }

            _Geometry = new Geometry(this, new Vector2(), 320.0f, 70.0f, 0.0f, 50.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("ammobox", "Normal", 1, 1, 1.0f));

            // Set marine towards front of screen
            //_Depth = 0.2f;

            // Return the name for this class
            return("Ammo_Gui");
        }
Beispiel #7
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        public override string Initialize()
        {
            // Create collision geometry for the marine
            _Geometry = new Geometry(this, new Vector2(), 54.0f, 54.0f, 0.0f, 16.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("soldier", "Normal", 1, 1, 18.0f));

            // Set marine towards front of screen
            _Depth = 0.8f;

            // Create flashlight for marine
            _FlashLight = new LightSource(_Parent, new Color(1.0f, 1.0f, 0.7f), 625.0f, 1.6f, 0.0, _Geometry.Position);

            // Create small glow radius
            _Muzzle        = new LightSource(_Parent, Color.White, 325.0f, 4.0f, 0.0, _Geometry.Position);
            _Muzzle.Active = false;

            // Create night vision
            _NightVision        = new LightSource(_Parent, new Color(100, 255, 100), 280.0f, 4.8f, 0.0, _Geometry.Position);
            _NightVision.Active = false;

            // Activate dynamic lighting for the marine
            _DynamicLighting = false;

            // Flag as an active collision entity
            CollisionType = CollisionType.Active;

            //give him a basic weapon
            weaponList.Add(new MachineGun(this));
            weaponList.Add(new AutoHandGun(this));
            currentWeapon = weaponList[0];

            // Return the name for this class
            return("Marine");
        }
Beispiel #8
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        public override string Initialize()
        {
            // Create collision geometry for the marine
            _Geometry = new Geometry(this, new Vector2(), 2.0f, 56.0f, 0.0f, 3.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("bullet", "Normal", 1, 1, 8.0f));

            // Set crosshair to front of screen
            _Depth = 0.82f;

            // Flag as an active collision entity
            CollisionType = CollisionType.Active;

            _DynamicLighting = false;

            // Return the name for this class
            return("Bullet");
        }
Beispiel #9
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        public override string Initialize()
        {
            // Create collision geometry for the marine
            _Geometry = new Geometry(this, new Vector2(), 44.0f, 44.0f, 0.0f, 16.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("alien3", "Normal", 1, 5, 8.0f));
            _Animations.PlayAnimation("Normal");

            // Set crosshair to front of screen
            _Depth = 0.79f;

            _DynamicLighting = true;

            // Flag as an active collision entity
            CollisionType = CollisionType.Active;

            // Return the name for this class
            return("Alien");
        }
Beispiel #10
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        public override string Initialize()
        {
            // Create collision geometry for the marine
            _Geometry = new Geometry(this, new Vector2(), 20.0f, 20.0f, 0.0f, 0.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            Animation normal = new Animation("muzzle_flash", "Normal", 1, 5, 10.0f);

            normal.Loop = 1;
            _Animations.AddAnimation(normal);
            _Animations.PlayAnimation("Normal");

            // Set crosshair to front of screen
            _Depth = 0.18f;

            _ColourOverlay = new Color(1.0f, 0.9f, 0.7f, 0.6f);

            // Return the name for this class
            return("MuzzleFlash");
        }