Ejemplo n.º 1
0
        public MapBorder()
        {
            m_actionManager = new SingleActionManager();

            m_sprite             = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_background"), m_transform);
            m_transform.Position = new Vector2(168, 72);

            pixelPlayer                 = new Sprite(Program.TheGame, TextureLibrary.PixelSpriteSheet, new Transform(m_transform, true));
            pixelPlayer.Colour          = new Vector4((float)255 / (float)255, (float)251 / (float)255, (float)240 / (float)255, 1);
            pixelPlayer.Transform.PosX  = -4;
            pixelPlayer.Transform.Scale = new Vector2(2, 2);

            pixelTotem                 = new Sprite(Program.TheGame, TextureLibrary.PixelSpriteSheet, new Transform(m_transform, true));
            pixelTotem.Colour          = new Vector4((float)255 / (float)255, (float)251 / (float)255, (float)240 / (float)255, 1);
            pixelTotem.Origin          = new Vector2(0.5f, 1);
            pixelTotem.Transform.PosY  = m_mapFloor;
            pixelTotem.Transform.Scale = new Vector2(2, m_mapCeiling);

            m_slideToScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOnScreen, 1);
            m_slideToScreen.Interpolator   = new PSmoothstepInterpolation();
            m_slideToScreen.Timer.Interval = durationSlide;

            m_slideOutOfScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOutOfScreen, 1);
            m_slideOutOfScreen.Interpolator   = new PSmoothstepInterpolation();
            m_slideOutOfScreen.StartPosition  = positionOnScreen;
            m_slideOutOfScreen.Timer.Interval = durationSlide;
        }
Ejemplo n.º 2
0
 public Backpacker(SpriteSheet spriteSheet, int index)
     : base()
 {
     m_actionManager = new SingleActionManager();
     m_sprite        = new Sprite(Globals.TheGame, spriteSheet, Transform);
     m_sprite.Origin = new Vector2(0.5f, 1.0f);
     m_collider      = new AABBCollider(this, new AABB(m_sprite));
     m_currentState  = BackpackerState.Idle;
 }
Ejemplo n.º 3
0
        public Individual(Crowd crowd, Vector2 positionInCrowd) : base()
        {
            m_transform.Position        = positionInCrowd;
            m_transform.ParentTransform = crowd.Transform;

            m_spriteTransform = new Transform();
            m_jumpTransform   = new PastaGameLibrary.Transform(m_spriteTransform, true);
            m_sprite          = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("perso_foule"), m_jumpTransform);
            m_sprite.Origin   = new Vector2(0.5f, 1.0f);

            m_saut = new Sequence(-1);

            ///
            ///Jump animation
            ///
            Vector2            jumpTarget   = new Vector2(0, (float)(Program.Random.NextDouble() * JumpHeight * 0.5 + JumpHeight * 0.5));
            float              movementTime = (float)(Program.Random.NextDouble() * 0.5 * JumpMovementTime + JumpMovementTime * 0.5);
            MoveToStaticAction jumpMovement = new MoveToStaticAction(Program.TheGame, m_jumpTransform, jumpTarget, 1);

            jumpMovement.Timer.Interval = movementTime;
            jumpMovement.Interpolator   = new PBounceInterpolation(0);
            m_saut.AddAction(jumpMovement);
            m_saut.AddAction(new DelayAction(Program.TheGame, TotalJumpTime - movementTime));

            ///
            ///Walk animation
            ///
            m_walk = new MoveToStaticAction(Program.TheGame, m_jumpTransform, new Vector2(0, 1), -1);
            m_walk.Timer.Interval = (float)Program.Random.NextDouble() * WalkAnimationTime * 0.5f + WalkAnimationTime * 0.5f;
            m_walk.Interpolator   = new BooleanInterpolation();

            ///
            ///Throw player animation
            ///
            m_throw = new Sequence(1);
            float intensity = 1 - Math.Min(1, m_transform.Position.Length() * 0.02f);

            m_throwStretch = new ScaleToAction(Program.TheGame, m_jumpTransform, new Vector2(1.0f, 1 - intensity * 0.5f), 1);
            m_throwStretch.Interpolator = new PSmoothstepInterpolation();
            ScaleToAction throwDestretch = new ScaleToAction(Program.TheGame, m_jumpTransform, new Vector2(1.0f, 1.0f), 1);

            throwDestretch.Timer.Interval = 0.1f;

            m_throw.AddAction(m_throwStretch);

            MoveToStaticAction throwMovement = new MoveToStaticAction(Program.TheGame, m_jumpTransform, Vector2.Zero, 1);

            throwMovement.StartPosition  = new Vector2(0, -20 - 30 * intensity);
            throwMovement.Timer.Interval = 0.4f;
            throwMovement.Interpolator   = new PBounceInterpolation(0, 1);
            m_throw.AddAction(new Concurrent(new PastaGameLibrary.Action[] { throwMovement, throwDestretch }));

            m_actionManager = new SingleActionManager();
        }
Ejemplo n.º 4
0
        public ScoreDisplay()
        {
            m_transform = new Transform();

            m_slideIn = new MoveToStaticAction(Program.TheGame, m_transform, inPos, 1);
            m_slideIn.StartPosition  = outPos;
            m_slideIn.Timer.Interval = 0.25f;
            m_slideIn.Interpolator   = new PSmoothstepInterpolation();

            m_slideOut = new MoveToStaticAction(Program.TheGame, m_transform, outPos, 1);
            m_slideOut.StartPosition  = inPos;
            m_slideOut.Timer.Interval = 0.25f;
            m_slideOut.Interpolator   = new PSmoothstepInterpolation();

            m_actions            = new SingleActionManager();
            m_transform.Position = outPos;
        }
Ejemplo n.º 5
0
        public Monster() : base()
        {
            m_spriteSheetNomNom      = TextureLibrary.GetSpriteSheet("anim_monstre_miam", 8, 1);
            m_spriteSheetIdle        = TextureLibrary.GetSpriteSheet("anim_monstre_neutre", 5, 1);
            m_sprite                 = new Sprite(Program.TheGame, m_spriteSheetIdle, m_transform);
            m_sprite.PixelCorrection = true;
            m_idle       = new SpriteSheetAnimation(m_sprite, 0, 4, 3.0f, -1);
            m_openMouth  = new SpriteSheetAnimation(m_sprite, 4, 6, 0.5f, 1);
            m_closeMouth = new Sequence(1);
            m_closeMouth.AddAction(new SpriteSheetAnimation(m_sprite, 6, 7, 0.45f, 1));
            m_closeMouth.AddAction(new MethodAction(Idle));
            m_actionManager      = new SingleActionManager();
            m_transform.Position = new Vector2(MonsterPosX, MonsterPosY);

            m_breathing = new MoveToStaticAction(Program.TheGame, m_transform, m_transform.Position + new Vector2(0, 3), -1);
            m_breathing.Interpolator   = new PSineInterpolation();
            m_breathing.Timer.Interval = 4.0f;
            m_breathing.Start();
        }
Ejemplo n.º 6
0
        public NewLevelButton()
            : base(new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("btn_newlevel", 1, 4), new Transform()))
        {
            m_animation = new SpriteSheetAnimation(m_buttonSprite, 0, 3, 0.5f, -1);
            m_popAction = new SingleActionManager();

            //m_in = new MoveToStaticAction(Globals.TheGame, m_transform, new Vector2(150, 300), false);
            //m_out = new MoveToStaticAction(Globals.TheGame, m_transform, new Vector2(150, 0), false);
            m_transform.Position = new Vector2(150, 300);

            _generation = new Counter(2, TextureLibrary.GetSpriteSheet("levelscore_vertical", 20, 1));
            _generation.Transform.ParentTransform = m_transform;

            _section = new Counter(1, TextureLibrary.GetSpriteSheet("levelscore_vertical", 20, 1));
            _section.Transform.ParentTransform = m_transform;

            _generation.Alpha = _section.Alpha = 1.0f;

            _generation.ScrollSpeed = _section.ScrollSpeed = 50;
        }
Ejemplo n.º 7
0
        public ScoreBorder()
        {
            m_actionManager = new SingleActionManager();

            score = 0;

            m_sprite             = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_background"), m_transform);
            m_transform.Position = new Vector2(-8, 72);

            m_graphicScore                    = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_foreground"), new Transform(m_transform, true));
            m_graphicScore.Origin             = new Vector2(0.5f, 1);
            m_graphicScore.Transform.Position = new Vector2(0, 72);
            m_graphicScore.Transform.SclY     = 0f;

            m_slideToScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOnScreen, 1);
            m_slideToScreen.Interpolator   = new PSmoothstepInterpolation();
            m_slideToScreen.Timer.Interval = durationSlide;

            m_slideOutOfScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOutOfScreen, 1);
            m_slideOutOfScreen.StartPosition  = positionOnScreen;
            m_slideOutOfScreen.Interpolator   = new PSmoothstepInterpolation();
            m_slideOutOfScreen.Timer.Interval = durationSlide;
        }
Ejemplo n.º 8
0
        public CutscenePlayer()
            : base()
        {
            m_ascendSound = SoundEffectLibrary.Get("ascend").CreateInstance();
            m_cloud       = new Prop("cloud");
            m_sword       = new Prop("sword");

            m_shlingSprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("shling"), new Transform(m_transform, true));

            m_sprite                 = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("player_cutscene", 1, 4), new Transform(m_transform, true));
            m_sprite.Origin          = new Vector2(0.5f, 0.5f);
            m_sprite.PixelCorrection = false;

            m_moveToCrowd = new MoveToTransform(Program.TheGame, m_transform, null, null, 1);
            m_moveToCrowd.Timer.Interval = 0.1f;
            MoveToStaticAction carryMovement = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(0, CarryHeight - 5), 1);

            carryMovement.Interpolator   = new PBounceInterpolation(1.0f);
            carryMovement.StartPosition  = new Vector2(0, CarryHeight);
            carryMovement.Timer.Interval = 0.2f;
            MethodAction action = new MethodAction(delegate() { carryMovement.StartPosition = new Vector2(0, CarryHeight); });

            Sequence bounceAnimation = new Sequence(-1);

            bounceAnimation.AddAction(carryMovement);
            bounceAnimation.AddAction(action);

            m_carryAnimation = new Sequence(1);
            m_carryAnimation.AddAction(m_moveToCrowd);
            m_carryAnimation.AddAction(bounceAnimation);


            //Sword movement
            Transform start = new Transform(m_transform, true);
            Transform end   = new Transform(m_transform, true);

            m_swordMovement = new MoveToTransform(Program.TheGame, m_sword.Transform, start, end, 1);
            end.PosX        = SwordOffsetToPlayerX;
            end.PosY        = SwordOffsetToPlayerY;
            m_swordDelay    = new DelayAction(Program.TheGame, AscendDuration * SwordStartTimeRatio);

            //Cloud movement
            m_cloudMovement = new MoveToStaticAction(Program.TheGame, m_cloud.Transform, new Vector2(CloudOffsetToPlayerX, CloudOffsetToPlayerY), 1);
            m_cloudMovement.StartPosition = new Vector2(CloudStartX, 0);
            m_cloudMovement.Interpolator  = new PSquareInterpolation(0.25f);

            //Delay of the ascend, then sword/cloud movement
            Sequence swordAndCloudMovement = new Sequence(1);

            swordAndCloudMovement.AddAction(m_swordDelay);
            swordAndCloudMovement.AddAction(new Concurrent(new PastaGameLibrary.Action[] { m_swordMovement, m_cloudMovement }));

            m_ascendMovement = new MoveToTransform(Program.TheGame, m_transform, new Transform(), new Transform(), 1);
            m_ascendMovement.Interpolator = new PSquareInterpolation(0.5f);

            MethodAction showPlayer = new MethodAction(delegate()
            {
                m_sprite.Transform.PosY -= 1;
                Game1.player.ShowPlayer();
                isVisible         = false;
                m_cloud.IsVisible = false;
                m_sword.IsVisible = false;
            });

            //Shling!
            ScaleToAction shlingScale = new ScaleToAction(Program.TheGame, m_shlingSprite.Transform, new Vector2(ShlingScale, ShlingScale), 1);

            shlingScale.Timer.Interval = ShlingTime;
            shlingScale.StartScale     = Vector2.Zero;
            shlingScale.Interpolator   = new PSquareInterpolation(2);

            RotateToStaticAction shlingRotate = new RotateToStaticAction(Program.TheGame, m_shlingSprite.Transform, ShlingSpin, 1);

            shlingRotate.Timer.Interval = ShlingTime;
            m_shling = new Concurrent(new PastaGameLibrary.Action[] { shlingScale, shlingRotate });

            Sequence readyAnim = new Sequence(1);

            readyAnim.AddAction(new DelayAction(Program.TheGame, 0.5f));
            readyAnim.AddAction(new MethodAction(delegate() {
                Cutscenes.GetReady();
                SoundEffectLibrary.Get("sword_slash").Play();
            }));

            Concurrent shlingReady = new Concurrent(new PastaGameLibrary.Action[] {
                m_shling,
                readyAnim,
            });

            m_ascend = new Sequence(1);
            m_ascend.AddAction(new DelayAction(Program.TheGame, Crowd.LaunchTensionTime));
            m_ascend.AddAction(new MethodAction(delegate() { m_ascendSound.Play(); }));
            Concurrent ascendAndSword = new Concurrent(new PastaGameLibrary.Action[] { m_ascendMovement, swordAndCloudMovement });

            m_ascend.AddAction(ascendAndSword);
            m_ascend.AddAction(showPlayer);
            m_ascend.AddAction(shlingReady);

            m_physics      = new PhysicsComponent(Program.TheGame, m_transform);
            m_physics.Mass = 3.0f;

            m_jumpFromTotem           = new Sequence(1);
            m_decelerate              = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1);
            m_decelerate.Interpolator = new PSquareInterpolation(0.5f);
            m_jumpFromTotem.AddAction(m_decelerate);
            m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.2f));
            m_jumpFromTotem.AddAction(new MethodAction(delegate()
            {
                m_physics.OnBounce = null;
                m_physics.Throw(1.0f, -2.0f, 0);
                Game1.CurrentMusic.StopDynamicMusic();
                SoundEffectLibrary.Get("sword_slash").Play();
            }));
            m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.75f));
            m_jumpFromTotem.AddAction(new MethodAction(delegate()
            {
                Game1.SetupNextRound();
                if (Game1.CurrentTotem == null)
                {
                    Cutscenes.GoToCliff();
                }
                else
                {
                    Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0);
                }
            }));
            m_actionManager = new SingleActionManager();

            m_hitSpikes = new Sequence(1);

            m_moveToCrashingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), new Transform(), 1);
            m_moveToCrashingPlayer.Timer.Interval = 0.2f;

            m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 1.0f));
            m_hitSpikes.AddAction(m_moveToCrashingPlayer);
            m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_hitSpikes.AddAction(new MethodAction(delegate() {
                if (Game1.CurrentTotem == null)
                {
                    Cutscenes.GoToCliff();
                }
                else
                {
                    Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0);
                }
                m_sprite.SetFrame(0);
                m_physics.OnBounce = null;
                m_physics.Throw(0, -3, 0);
                m_transform.PosY = m_physics.GroundLevel;
            }));

            m_auraParticles = new ParticleSystem(Program.TheGame, 100);
            m_soulParticles = new ParticleSystem(Program.TheGame, 500);

            m_levitate       = new Sequence(1);
            m_moveToCliffTip = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(Cutscenes.InitialCharacterPosition + 10, -8), 1);
            m_moveToCliffTip.Interpolator   = new PSmoothstepInterpolation();
            m_moveToCliffTip.Timer.Interval = 1.0f;
            m_levitate.AddAction(m_moveToCliffTip);
            m_levitate.AddAction(new MethodAction(delegate() { m_generateSouls = true; }));

            m_particleGenerator                    = new ParticleGenerator <GlitterParticle>(Program.TheGame, m_auraParticles);
            m_particleGenerator.Automatic          = true;
            m_particleGenerator.GenerationInterval = 0.01f;
            m_soulParticleGenerator                = new ParticleGenerator <SoulParticle>(Program.TheGame, m_soulParticles);

            m_jumpInMouth = new Sequence(1);
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { m_generateSouls = false; }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { JumpInMonsterMouth(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.25f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.monster.CloseMouth(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 2.0f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.crowd.PushNewGuy(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 1.0f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.StartMainMenu(); }));
        }
Ejemplo n.º 9
0
        public Crowd(int amountOfPopulation, float radius, Vector2 sizeRatio)
        {
            m_radius    = radius;
            m_sizeRatio = sizeRatio;

            m_playerCharacterTransform           = new Transform(m_transform, true);
            m_playerCharacterTransform.Direction = 1.56f;
            m_playerCharacterTransform.PosY      = -25;

            int   maxIndex;
            float currentRadius, currentAngle;

            //Générer le devant
            maxIndex = (int)(amountOfPopulation * FrontToBackRatio);
            for (int i = 0; i < amountOfPopulation; ++i)
            {
                currentRadius = (float)(Program.Random.NextDouble() * m_radius);
                currentAngle  = (float)(Program.Random.NextDouble() * 6.28);
                Vector2    position = new Vector2((float)Math.Cos(currentAngle) * currentRadius * m_sizeRatio.X, (float)Math.Sin(currentAngle) * currentRadius * m_sizeRatio.Y);
                Individual individu = new Individual(this, position);
                m_people.Add(individu);
                if (individu.Transform.PosY > 0)
                {
                    m_frontPeople.Add(individu);
                }
                else
                {
                    m_backPeople.Add(individu);
                }
            }

            m_frontPeople = m_frontPeople.OrderBy(o => o.Transform.PosY).ToList();

            ///
            /// MoveTo animation
            ///
            m_moveToMovement = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1);
            MethodAction stopWalk = new MethodAction(delegate() { for (int i = 0; i < m_people.Count; ++i)
                                                                  {
                                                                      m_people[i].StopWalk();
                                                                  }
                                                     });

            m_moveTo = new Sequence(1);
            m_moveTo.AddAction(m_moveToMovement);
            m_moveTo.AddAction(stopWalk);

            ///
            /// Pickup player animation
            ///
            m_pickupPlayer = new Sequence(1);
            m_pickupPlayer.AddAction(m_moveToMovement);
            //m_pickupPlayer.AddAction(new DelayAction(Program.TheGame, 0.1f));
            m_pickupPlayer.AddAction(new MethodAction(delegate() { Cutscenes.cutscenePlayer.JumpOnCrowd(); }));
            m_animationManager = new SingleActionManager();

            ///
            /// Pickup player animation
            ///
            m_pushNewGuy = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1);
            m_pushNewGuy.Interpolator   = new PBounceInterpolation(0.5f);
            m_pushNewGuy.Timer.Interval = 0.2f;
        }
Ejemplo n.º 10
0
        public FatZombie()
        {
            m_physics       = new PhysicsComponent(Globals.TheGame, Transform);
            m_sprite        = new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("zombie_phat", 1, 12), Transform);
            m_sprite.Origin = new Vector2(0.5f, 1);
            m_loot          = Loot.GenerateLoot(12);

            ObjectState.BeginAction   = delegate() { m_actionManager.StartNew(m_full); };
            ObjectState.StandbyAction = delegate() { m_actionManager.Stop(); m_sprite.SetFrame(0); };
            ObjectState.DestroyAction = delegate() { m_destructible.ClearHitEvents(); Backpacker.HitPlayerColliders.Remove(m_collider); };

            m_collider = new AABBCollider(this, new AABB(m_sprite));
            Backpacker.HitPlayerColliders.Add(m_collider, delegate(Collider other) { m_physics.Throw(10.0f, -10.0f, 0.1f); });

            m_destructible = new DestructibleComponent(Transform, m_collider, m_collider.AABB, HP);

            m_impactBox = new AABB(new Transform(Transform, true), new Vector2(72, 67));
            m_impactBox.Transform.Position = new Vector2(13, -70);
            m_shurikenReceiver             = new ShurikenReceiver(Transform, m_impactBox, 10);
            m_hitAnimation = new HitAnimation(World.baseEffect);
            m_measurer     = new AABBMeasurer(new AABB(new Transform(Transform, true), new Vector2(50, 50)));

            m_full        = new SpriteSheetAnimation(m_sprite, 0, 1, 0.7f, -1);
            m_noHead1     = new SpriteSheetAnimation(m_sprite, 2, 3, 0.7f, -1);
            m_noHead2     = new SpriteSheetAnimation(m_sprite, 4, 5, 0.7f, -1);
            m_noRightArm  = new SpriteSheetAnimation(m_sprite, 6, 7, 0.7f, -1);
            m_noLeftArm   = new SpriteSheetAnimation(m_sprite, 8, 9, 0.7f, -1);
            m_noShoulders = new SpriteSheetAnimation(m_sprite, 10, 11, 0.7f, -1);

            m_actionManager = new SingleActionManager();
            m_actionManager.StartNew(m_full);


            //_projections = new BodyPart[]
            //{
            //    null,
            //    new BodyPart(this, new Vector2(0, -55), "bp_fatshoulders"),
            //    new BodyPart(this, new Vector2(-15, -75), "bp_basezombiearm"),
            //    new BodyPart(this, new Vector2(-15, -75), "bp_basezombiearm"),
            //    new BodyPart(this, new Vector2(-30, -100), "bp_fathead2"),
            //    new BodyPart(this, new Vector2(-30, -115), "bp_fathead1"),
            //};

            //_destroyProjections = new BodyPart[] {
            //    new BodyPart(this, new Vector2(0, -45), "bp_fatupperb"),
            //    new BodyPart(this, new Vector2(0, -10), "bp_fatlowerb"),
            //};
            m_bodyParts = new ParticleSystem(Globals.TheGame, 7);

            m_head1 = new BodyPart(TextureLibrary.GetSpriteSheet("bp_fathead1"), new Transform(Transform, true));
            m_head1.Transform.Position = new Vector2(-30, -110);
            m_bodyParts.AddParticle(m_head1);

            m_head2 = new BodyPart(TextureLibrary.GetSpriteSheet("bp_fathead2"), new Transform(Transform, true));
            m_head2.Transform.Position = new Vector2(-30, -100);
            m_bodyParts.AddParticle(m_head2);

            m_shoulders = new BodyPart(TextureLibrary.GetSpriteSheet("bp_fatshoulders"), new Transform(Transform, true));
            m_shoulders.Transform.Position = new Vector2(0, -80);
            m_bodyParts.AddParticle(m_shoulders);

            m_armL = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombiearm"), new Transform(Transform, true));
            m_armL.Transform.Position = new Vector2(-15, -75);
            m_bodyParts.AddParticle(m_armL);

            m_armR = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombiearm"), new Transform(Transform, true));
            m_armR.Transform.Position = new Vector2(-15, -75);
            m_bodyParts.AddParticle(m_armR);

            m_upperB = new BodyPart(TextureLibrary.GetSpriteSheet("bp_fatupperb"), new Transform(Transform, true));
            m_upperB.Transform.Position = new Vector2(15, -65);
            m_bodyParts.AddParticle(m_upperB);

            m_lowerB = new BodyPart(TextureLibrary.GetSpriteSheet("bp_fatlowerb"), new Transform(Transform, true));
            m_lowerB.Transform.Position = new Vector2(15, -27);
            m_bodyParts.AddParticle(m_lowerB);

            ///
            ///Hit events
            ///
            m_destructible.SetHitEvent(AttackType.Shuriken, OnShurikenHit);
            m_destructible.SetHitEvent(AttackType.Slash, OnSliceHit);

            ///
            /// Health events
            ///
            m_destructible.AddHealthEvent(7, false, new MethodAction(delegate()
            {
                m_actionManager.StartNew(m_noHead1);
                m_head1.Pop(-1.1f, 500, true);
            }));
            m_destructible.AddHealthEvent(6, false, new MethodAction(delegate()
            {
                m_actionManager.StartNew(m_noHead2);
                m_head2.Pop(-1.1f, 500, true);
            }));
            m_destructible.AddHealthEvent(5, false, new MethodAction(delegate()
            {
                m_actionManager.StartNew(m_noRightArm);
                m_armR.Pop(-1.1f, 500, true);
            }));
            m_destructible.AddHealthEvent(4, false, new MethodAction(delegate()
            {
                m_actionManager.StartNew(m_noLeftArm);
                m_armL.Pop(-1.1f, 500, true);
            }));
            m_destructible.AddHealthEvent(3, false, new MethodAction(delegate()
            {
                m_actionManager.StartNew(m_noShoulders);
                m_shoulders.Pop(-1.1f, 500, true);
            }));
            m_destructible.AddHealthEvent(0, false, new MethodAction(delegate()
            {
                m_upperB.Pop(-1.1f, 500, true);
                m_lowerB.Pop(-1.1f, 500, true);
                ObjectState.Destroy();
            }));

            ObjectState.Begin();
        }
Ejemplo n.º 11
0
        public BasicZombie()
            : base()
        {
            m_physics       = new PhysicsComponent(Globals.TheGame, Transform);
            m_sprite        = new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("zombie_base", 1, 8), Transform);
            m_sprite.Origin = new Vector2(0.5f, 1.0f);
            m_loot          = Loot.GenerateLoot(4);

            ObjectState.BeginAction = delegate()
            {
                m_actionManager.StartNew(m_full);
            };
            ObjectState.StandbyAction = delegate()
            {
                m_actionManager.Stop();
                m_sprite.SetFrame(0);
            };
            ObjectState.DestroyAction = delegate()
            {
                m_destructible.ClearHitEvents();
                Backpacker.HitPlayerColliders.Remove(m_collider);
            };

            m_collider = new AABBCollider(this, new AABB(m_sprite));
            Backpacker.HitPlayerColliders.Add(m_collider, delegate(Collider other) { m_physics.Throw(10.0f, -10.0f, 0.1f); });
            m_destructible = new DestructibleComponent(Transform, m_collider, m_collider.AABB, HP);


            m_impactBox = new AABB(new Transform(Transform, true), new Vector2(22, 42));
            m_impactBox.Transform.Position = new Vector2(13, -44);
            m_measurer         = new AABBMeasurer(m_impactBox);
            m_shurikenReceiver = new ShurikenReceiver(Transform, m_impactBox, 5);
            m_hitAnimation     = new HitAnimation(World.baseEffect);

            m_full       = new SpriteSheetAnimation(m_sprite, 0, 1, 0.5f, -1);
            m_noHead     = new SpriteSheetAnimation(m_sprite, 2, 3, 0.5f, -1);
            m_noLeftArm  = new SpriteSheetAnimation(m_sprite, 4, 5, 0.5f, -1);
            m_noRightArm = new SpriteSheetAnimation(m_sprite, 6, 7, 0.5f, -1);

            m_actionManager = new SingleActionManager();

            //Transform headTransform = new Transform(Transform, true
            //_projections = new BodyPart[] {
            //    null,
            //    new BodyPart(this, new Vector2(0, -65), "bp_basezombiearm"),
            //    new BodyPart(this, new Vector2(-10, -55), "bp_basezombiearm"),
            //    new BodyPart(this, new Vector2(15, -75), "bp_basezombiehead"),
            // new BodyPart(this, new Vector2(10, -50), "bp_basezombieupperb"),
            //   new BodyPart(this, new Vector2(10, -10), "bp_basezombielowerb")
            //};


            ///
            /// Body Parts
            ///
            m_bodyParts = new ParticleSystem(Globals.TheGame, 5);

            m_head = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombiehead"), new Transform(Transform, true));
            m_head.Transform.Position = new Vector2(5, -50);
            m_bodyParts.AddParticle(m_head);

            m_armL = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombiearm"), new Transform(Transform, true));
            m_armL.Transform.Position = new Vector2(5, -30);
            m_bodyParts.AddParticle(m_armL);

            m_armR = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombiearm"), new Transform(Transform, true));
            m_armR.Transform.Position = new Vector2(-5, -30);
            m_bodyParts.AddParticle(m_armR);

            m_upperB = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombieupperb"), new Transform(Transform, true));
            m_upperB.Transform.Position = new Vector2(0, -30);
            m_bodyParts.AddParticle(m_upperB);

            m_lowerB = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombielowerb"), new Transform(Transform, true));
            m_lowerB.Transform.Position = new Vector2(0, -10);
            m_bodyParts.AddParticle(m_lowerB);

            ///
            ///Hit events
            ///
            m_destructible.SetHitEvent(AttackType.Shuriken, OnShurikenHit);
            m_destructible.SetHitEvent(AttackType.Slash, OnSliceHit);

            ///
            /// Health events
            ///
            m_destructible.AddHealthEvent(3, false, new MethodAction(delegate()
            {
                m_actionManager.StartNew(m_noHead);
                m_head.Pop(-1.1f, 500, true);
            }));
            m_destructible.AddHealthEvent(2, false, new MethodAction(delegate()
            {
                m_actionManager.StartNew(m_noLeftArm);
                m_armL.Pop(-1.1f, 500, true);
            }));
            m_destructible.AddHealthEvent(1, false, new MethodAction(delegate()
            {
                m_actionManager.StartNew(m_noRightArm);
                m_armR.Pop(-1.1f, 500, true);
            }));
            m_destructible.AddHealthEvent(0, false, new MethodAction(delegate()
            {
                m_upperB.Pop(-1.1f, 500, true);
                m_lowerB.Pop(-1.1f, 500, true);
                ObjectState.Destroy();
            }));

            ObjectState.Begin();
        }
Ejemplo n.º 12
0
        public Player()
            : base()
        {
            isToLeft   = true;
            canClimb   = true;
            isFalling  = false;
            comboCount = 0;

            isPoweredUp = false;

            m_actionManager   = new SingleActionManager();
            m_spriteAnimation = new SingleActionManager();

            m_spriteTransform                 = new Transform(m_transform, true);
            m_leftTransform                   = new Transform(m_transform, true);
            m_rightTransform                  = new Transform(m_transform, true);
            m_bounceTransform                 = new Transform(m_transform, true);
            m_soulHotspot                     = new Transform(m_spriteTransform, true);
            m_soulHotspot.Position            = new Vector2(10, -10);
            m_soulAbsorptionPosition          = new Transform(m_spriteTransform, true);
            m_soulAbsorptionPosition.Position = new Vector2(0, 1);

            m_transform.PosX          = -walkingDistance;
            m_spriteTransform.PosX    = DistanceFromTotemCenter;
            m_leftTransform.Position  = new Vector2(DistanceFromTotemCenter, 0);
            m_rightTransform.Position = new Vector2(-DistanceFromTotemCenter, 0);

            m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("player", 4, 8), m_spriteTransform);

            m_spriteAura        = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("power_up"), new Transform(m_spriteTransform, true));
            m_spriteAura.Origin = new Vector2(-2f, 0.5f);
            //m_spriteAura.Transform.PosX = -5;
            m_spriteAura.Transform.Scale = new Vector2(0);


            // Mouvement walkingToTotem
            // Mouvement d'introduction au jeu : on voit le personnage à distance, puis
            // quand on commence, il se rapproche du totem
            //
            m_walkingToTotem = new MoveToTransform(Program.TheGame, m_transform, m_transform, new Transform(), 1);
            m_walkingToTotem.Interpolator   = new PSmoothstepInterpolation();
            m_walkingToTotem.Timer.Interval = walkingDuration;

            #region Slash Animations
            ///
            ///	Slash left to right.
            ///	Le mouvement est exécuté en parallèle avec une séquence délai + action.
            ///	Autrement dit, vers la moitié de l'animation, il y a test de collision.
            ///	Comme ça, le bloc peut être éjecté à un moment très précis, et il n'y a pas de collisions intempestives.
            ///	On a: Concurrent(Mouvement + Sequence(delai => test collision))
            ///
            m_movementLR = new MoveToTransform(Program.TheGame, m_spriteTransform, m_leftTransform, m_rightTransform, 1);
            m_movementLR.Interpolator   = new PSmoothstepInterpolation();
            m_movementLR.Timer.Interval = SlashDuration;
            m_slashDelayLR = new DelayAction(Program.TheGame, CollisionDelayDuration);
            MethodAction collisionLR   = new MethodAction(delegate() { DoCollisionWithSections(false); });
            Sequence     slashActionLR = new Sequence(1);
            slashActionLR.AddAction(m_slashDelayLR);
            slashActionLR.AddAction(collisionLR);
            m_slashLR = new Concurrent(new PastaGameLibrary.Action[] { slashActionLR, m_movementLR });

            m_metalBounceLR = new MoveToTransform(Program.TheGame, m_spriteTransform, m_bounceTransform, m_leftTransform, 1);
            m_metalBounceLR.Timer.Interval = SlashDuration - CollisionDelayDuration;             //Le reste de temps après la collision

            ///
            /// Slash Right To Left
            /// Même principe que l'autre sens
            ///
            m_movementRL = new MoveToTransform(Program.TheGame, m_spriteTransform, m_rightTransform, m_leftTransform, 1);
            m_movementRL.Interpolator   = new PSmoothstepInterpolation();
            m_movementRL.Timer.Interval = SlashDuration;

            m_slashDelayRL = new DelayAction(Program.TheGame, CollisionDelayDuration);
            MethodAction collisionRL   = new MethodAction(delegate() { DoCollisionWithSections(true); });
            Sequence     slashActionRL = new Sequence(1);
            slashActionRL.AddAction(m_slashDelayRL);
            slashActionRL.AddAction(collisionRL);
            m_slashRL = new Concurrent(new PastaGameLibrary.Action[] { slashActionRL, m_movementRL });

            #endregion

            #region Bounce Animations
            //
            // Mouvement de rebond volontaire gauche
            //
            m_bounceMovementLL = new MoveToTransform(Program.TheGame, m_spriteTransform, m_leftTransform, m_bounceTransform, 1);
            m_bounceMovementLL.Timer.Interval = SlashDuration;
            m_bounceMovementLL.Interpolator   = new PBounceInterpolation(0.5f);
            MethodAction actionL = new MethodAction(
                delegate()
            {
                m_bounceTransform.PosY = 0;
                m_bounceTransform.PosX = m_leftTransform.PosX + (m_rightTransform.PosX - m_leftTransform.PosX) * CollisionDelayRatio;
            });
            m_slashBounceLR = new Concurrent(new PastaGameLibrary.Action[] { actionL, slashActionLR, m_bounceMovementLL });

            //
            // Mouvement de rebond volontaire droite
            //
            m_bounceMovementRR = new MoveToTransform(Program.TheGame, m_spriteTransform, m_rightTransform, m_bounceTransform, 1);
            m_bounceMovementRR.Timer.Interval = SlashDuration;
            m_bounceMovementRR.Interpolator   = new PBounceInterpolation(0.5f);
            MethodAction actionR = new MethodAction(
                delegate()
            {
                m_bounceTransform.PosY = 0;
                m_bounceTransform.PosX = m_rightTransform.PosX - (m_rightTransform.PosX - m_leftTransform.PosX) * CollisionDelayRatio;
            });
            m_slashBounceRL = new Concurrent(new PastaGameLibrary.Action[] { actionR, slashActionRL, m_bounceMovementRR });

            m_metalBounceRL = new MoveToTransform(Program.TheGame, m_spriteTransform, m_bounceTransform, m_rightTransform, 1);
            m_metalBounceRL.Timer.Interval = SlashDuration - CollisionDelayDuration;             //Le reste de temps après la collision

            #endregion

            m_spritAnimLR          = new SpriteSheetAnimation(m_sprite, 0, 7, SlashDuration, 1);
            m_spritAnimRL          = new SpriteSheetAnimation(m_sprite, 8, 15, SlashDuration, 1);
            m_spritAnimLL          = new SpriteSheetAnimation(m_sprite, 16, 23, SlashDuration, 1);
            m_spritAnimRR          = new SpriteSheetAnimation(m_sprite, 23, 30, SlashDuration, 1);
            m_ready                = new SpriteSheetAnimation(m_sprite, 0, 4, SlashDuration, 1);
            m_ready.Timer.Interval = 0.5f;
        }