Ejemplo n.º 1
0
        /// <summary>
        /// Makes the weatherEffect to move down and loop on screen
        /// </summary>
        public void VerticalScrollingUpdate(GameTime gameTime)
        {
            animationVerticalScrollingOffset += new Vector2(0, Parameter.WeatherEffectVerticalScrollingUpdateSpeed) * (float)gameTime.ElapsedGameTime.TotalSeconds;

            //Update position
            if (animationVerticalScrollingOffset.Y >= 1)
            {
                Vector2 roundOffset = new Vector2((float)Math.Round(animationVerticalScrollingOffset.X), (float)Math.Round(animationVerticalScrollingOffset.Y));
                flipbookList.ForEach((x) => x.Position += roundOffset);
                animationVerticalScrollingOffset        = Vector2.Zero;
            }

            //Move the flipbook to the origin
            Flipbook lE = flipbookList.Last();

            if (lE.Position.Y - lE.SourceRectangle.Height * Scale >= Topography.MapHeight / 2)
            {
                lE.Position = flipbookList[0].Position - new Vector2(0, lE.Pivot.Y * 2) * Scale;
                int newFrame = flipbookList[0].GetCurrentFrame() - 1;
                lE.SetCurrentFrame(newFrame < 0 ? (numberOfFrames - 1) : newFrame);
                flipbookList.Remove(lE);
                flipbookList.Insert(0, lE);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Instances all Flipbooks in position and set it's animations
        /// </summary>
        public virtual void Initialize(string texturePath, Vector2 startingPosition, WeatherAnimationType animationType, int extraSpawns = 0, float layerDepth = DepthParameter.WeatherEffect)
        {
            Vector2 endingPosition = new Vector2(Topography.MapWidth, Topography.MapHeight) / 2;

            //Creates the initial offset and 'subtracts' the pivot influence of the element.
            Vector2 currentOffset = startingPosition + Vector2.Transform(new Vector2(0, flipbookPivot.Y), Matrix.CreateRotationZ(rotation)) * Scale;

            int     startingFrame   = 0;
            Vector2 temporaryOffset = Vector2.Zero;

            do
            {
                currentOffset += temporaryOffset;

                //FixedAnimationsFrames is used on random
                //VariableAnimationFrame is used on tornado, weakness and force
                AnimationInstance animation = new AnimationInstance()
                {
                    TimePerFrame = 1 / 15f
                };

                switch (animationType)
                {
                case WeatherAnimationType.FixedAnimationFrame:
                    animation.StartingFrame = animation.EndingFrame = startingFrame % numberOfFrames;
                    break;

                case WeatherAnimationType.VariableAnimationFrame:
                    animation.EndingFrame = numberOfFrames - 1;
                    break;
                }

                startingFrame++;

                Flipbook fb = new Flipbook(currentOffset, flipbookPivot, (int)flipbookPivot.X * 2, (int)flipbookPivot.Y * 2, texturePath, animation, DepthParameter.WeatherEffect, rotation);
                fb.Scale *= Scale;
                flipbookList.Add(fb);

                fb.SetCurrentFrame(startingFrame % numberOfFrames);

                if (temporaryOffset == Vector2.Zero)
                {
                    temporaryOffset = Vector2.Transform(new Vector2(0, fb.SpriteHeight), Matrix.CreateRotationZ(rotation)) * Scale;
                }

                //While it is inside the map boundaries and extraSpawns is not 0
            } while (Topography.IsInsideMapBoundaries(currentOffset) || extraSpawns-- > 0);

            //If the rotation isn't 0 it means there are no good reasons for collision boxes
            if (rotation == 0)
            {
                collisionRectangle = new Rectangle((int)(startingPosition.X - collisionRectangleOffset.X * Scale), (int)startingPosition.Y,
                                                   (int)(collisionRectangleOffset.X * 2 * Scale), (int)(endingPosition.Y - startingPosition.Y));

                outerCollisionRectangle = new Rectangle(collisionRectangle.X - (int)outerCollisionRectangleOffset.X, collisionRectangle.Y - (int)outerCollisionRectangleOffset.Y,
                                                        collisionRectangle.Width + (int)outerCollisionRectangleOffset.X * 2, collisionRectangle.Height + 10 * 2);

#if DEBUG
                debugRectangle = new DebugRectangle(Color.Blue);
                debugRectangle.Update(collisionRectangle);
                DebugHandler.Instance.Add(debugRectangle);
                outerDebugRectangle = new DebugRectangle(Color.Red);
                outerDebugRectangle.Update(outerCollisionRectangle);
                DebugHandler.Instance.Add(outerDebugRectangle);
#endif
            }
        }