Ejemplo n.º 1
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="rend">ITileRenderer which is used for rendering and as an engine.</param>
        /// <param name="x">Game area X begin</param>
        /// <param name="y">Game area Y begin</param>
        /// <param name="width">Game area width</param>
        /// <param name="height">Game area height</param>
        public TileNpc(ITileRenderer renderer, float x, float y, float width, float height)
            : base(renderer, x, y, width, height)
        {
            m_level = new NpcLevel(renderer, m_pengine, TILE_GRIDWIDTH, TILE_GRIDHEIGHT);
            m_infoScreenDisplayCounter = -1;
            m_effectAngle     = 0;
            m_bgIndex1        = 1;
            m_bgIndex2        = 0;
            m_fadingBgCounter = -1;
            m_menuCounter     = -1;
            m_menuModeCounter = -1;

            m_timeSinceLastScore = 0;
            m_gameIsOn           = 0;
            m_timer                = 0;
            m_gameOverCounter      = -1;
            m_pauseCounter         = -1;
            m_levelCompletedPoem   = null;
            m_timeTimerEffect      = 65535;
            m_completedTextAngle   = 0;
            m_completedTextCounter = -21;

            m_eventCounter  = 0;
            m_bgAngle       = 0;
            m_logoWobble    = 0;
            m_logoWobbleInc = 0;

            m_currentLevel     = 0;
            m_blockTimerEffect = 0;
            m_targetTimer      = 0;

            m_levelCompletedCounter = 0;
            m_highScore             = 0;
            m_timer        = 0;
            m_score        = 0;
            m_displayScore = 0;
            m_difficulty   = 1;                 // adults, 0 for kids ?
            m_level.SetGameArea(x, y - 0.12f, width, height + 0.1f);

            for (int f = 0; f < 7; f++)
            {
                m_scoreRollPos[f]         = 0.0f;
                m_scoreRollTargetPos[f]   = 0.0f;
                m_scoreRollExTargetPos[f] = 0.0f;
                m_scoreRollInc[f]         = 0.0f;
            }
        }
 /// <summary>
 /// Sets level to given one
 /// </summary>
 /// <param name="level">Level to set</param>
 public void setLevel(NpcLevel level)
 {
     m_level = level;
 }
        }                                           // if != 0, scoreparticlerender-function is used.

        public ParticleSprayType()
        {
            m_level = null;
        }