public Conveyor(float xpos, float ypos) : base(xpos, ypos) { this._sprite = new SpriteMap("stuff/conveyor", 14, 10); this._sprite.AddAnimation("convey", 0.1f, true, 0, 1, 2, 3, 4, 5, 6, 7); this._sprite.frame = Rando.Int(0, 7); this._sprite.SetAnimation("convey"); this.graphic = (Sprite)this._sprite; this.center = new Vec2(7f, 5f); this.collisionOffset = new Vec2(-7f, -4f); this.collisionSize = new Vec2(14f, 8f); this.depth = new Depth(0.5f); this._editorName = nameof(Conveyor); this.thickness = 100f; this.physicsMaterial = PhysicsMaterial.Metal; this.editorOffset = new Vec2(0.0f, 6f); this.hugWalls = WallHug.Floor; this._editorImageCenter = true; this._killImpact = ImpactedFrom.Top; }
public Flare(float xpos, float ypos, FlareGun owner, int numFlames = 8) : base(xpos, ypos) { this._sprite = new SpriteMap("smallFire", 16, 16); this._sprite.AddAnimation("burn", (float)(0.200000002980232 + (double)Rando.Float(0.2f)), true, 0, 1, 2, 3, 4); this._sprite.SetAnimation("burn"); this._sprite.imageIndex = Rando.Int(4); this.graphic = (Sprite)this._sprite; this.center = new Vec2(8f, 8f); this.collisionOffset = new Vec2(-4f, -2f); this.collisionSize = new Vec2(8f, 4f); this.depth = new Depth(-0.5f); this.thickness = 1f; this.weight = 1f; this.breakForce = 9999999f; this._owner = owner; this.weight = 0.5f; this.gravMultiplier = 0.7f; this._numFlames = numFlames; }
public ChestPlate(float xpos, float ypos) : base(xpos, ypos) { this._sprite = new SpriteMap("chestPlateAnim", 32, 32); this._spriteOver = new SpriteMap("chestPlateAnimOver", 32, 32); this._pickupSprite = new Sprite("chestPlatePickup"); this._pickupSprite.CenterOrigin(); this.graphic = this._pickupSprite; this.collisionOffset = new Vec2(-6f, -4f); this.collisionSize = new Vec2(11f, 8f); this._equippedCollisionOffset = new Vec2(-7f, -5f); this._equippedCollisionSize = new Vec2(12f, 11f); this._hasEquippedCollision = true; this.center = new Vec2(8f, 8f); this.physicsMaterial = PhysicsMaterial.Metal; this._equippedDepth = 2; this._wearOffset = new Vec2(1f, 1f); this._isArmor = true; this._equippedThickness = 3f; }
public MetalShield(float xpos, float ypos) : base(xpos, ypos) { // editor settings _editorName = "Metal Shield"; // general settings sprite = new SpriteMap(Mod.GetPath <EdoMod>("stuff\\props\\metalShield"), 11, 24); graphic = sprite; center = new Vec2(5f, 11.5f); collisionOffset = new Vec2(-5f, -11.5f); collisionSize = new Vec2(11f, 24f); _holdOffset = new Vec2(0f, 0f); depth = -0.5f; thickness = 10f; weight = 10f; flammable = 0f; friction = 0.25f; physicsMaterial = PhysicsMaterial.Metal; }
public BackgroundJets(float xpos, float ypos) : base(xpos, ypos) { this.graphic = (Sprite) new SpriteMap("levelJetIdle", 32, 13); this._leftJet = new SpriteMap("jet", 16, 16); this._leftJet.AddAnimation("idle", 0.4f, true, 0, 1, 2); this._leftJet.SetAnimation("idle"); this._leftJet.center = new Vec2(8f, 0.0f); this._leftJet.alpha = 0.7f; this._rightJet = new SpriteMap("jet", 16, 16); this._rightJet.AddAnimation("idle", 0.4f, true, 1, 2, 0); this._rightJet.SetAnimation("idle"); this._rightJet.center = new Vec2(8f, 0.0f); this._rightJet.alpha = 0.7f; this.center = new Vec2(16f, 8f); this._collisionSize = new Vec2(16f, 14f); this._collisionOffset = new Vec2(-8f, -8f); this.hugWalls = WallHug.Ceiling; this._canFlip = false; }
public OldPistol(float xval, float yval) : base(xval, yval) { this.ammo = 2; this._ammoType = (AmmoType) new ATShrapnel(); this._ammoType.range = 170f; this._ammoType.accuracy = 0.8f; this._ammoType.penetration = 0.4f; this._type = "gun"; this._sprite = new SpriteMap("oldPistol", 32, 32); this.graphic = (Sprite)this._sprite; this.center = new Vec2(16f, 17f); this.collisionOffset = new Vec2(-8f, -4f); this.collisionSize = new Vec2(16f, 8f); this._barrelOffsetTL = new Vec2(24f, 16f); this._fireSound = "shotgun"; this._kickForce = 2f; this._manualLoad = true; this._holdOffset = new Vec2(2f, 0.0f); }
public TeamSpawn(float xpos = 0.0f, float ypos = 0.0f) : base(xpos, ypos) { GraphicList graphicList = new GraphicList(); for (int index = 0; index < 3; ++index) { SpriteMap spriteMap = new SpriteMap("duck", 32, 32); spriteMap.CenterOrigin(); spriteMap.depth = (Depth)(float)(0.899999976158142 + 0.00999999977648258 * (double)index); spriteMap.position = new Vec2((float)((double)index * 9.41176414489746 - 16.0 + 16.0), -2f); graphicList.Add((Sprite)spriteMap); } this.graphic = (Sprite)graphicList; this._editorName = "team spawn"; this.center = new Vec2(8f, 5f); this.collisionSize = new Vec2(32f, 16f); this.collisionOffset = new Vec2(-16f, -8f); this._visibleInGame = false; }
public ScaleGun(float xpos, float ypos) : base(xpos, ypos) { // editor name _editorName = "Scale Gun"; // collision & sprite settings sprite = new SpriteMap(Mod.GetPath <EdoMod>("weapons\\rail_gun"), 23, 13); graphic = sprite; _center = new Vec2(11.5f, 6.5f); _collisionSize = new Vec2(23f, 13f); _collisionOffset = new Vec2(-11.5f, -6.5f); _holdOffset = new Vec2(-4f, -1f); _barrelOffsetTL = new Vec2(21f, 5f); _laserOffsetTL = new Vec2(22f, 5f); // weapon settings ammo = 1; _weight = 3f; }
public Phaser(float xval, float yval) : base(xval, yval) { this.ammo = 30; this._ammoType = (AmmoType) new ATPhaser(); this._type = "gun"; this.graphic = new Sprite("phaser"); this.center = new Vec2(7f, 4f); this.collisionOffset = new Vec2(-7f, -4f); this.collisionSize = new Vec2(15f, 9f); this._barrelOffsetTL = new Vec2(14f, 3f); this._fireSound = "laserRifle"; this._fullAuto = false; this._fireWait = 0.0f; this._kickForce = 0.5f; this._holdOffset = new Vec2(0.0f, 0.0f); this._flare = new SpriteMap("laserFlare", 16, 16); this._flare.center = new Vec2(0.0f, 8f); this._phaserCharge = new SpriteMap("phaserCharge", 8, 8); this._phaserCharge.frame = 1; }
public RCController(float xval, float yval, RCCar car) : base(xval, yval) { this.ammo = 99; this._ammoType = (AmmoType) new ATLaser(); this._ammoType.range = 170f; this._ammoType.accuracy = 0.8f; this._type = "gun"; this._sprite = new SpriteMap("rcController", 32, 32); this.graphic = (Sprite)this._sprite; this.center = new Vec2(16f, 16f); this.collisionOffset = new Vec2(-6f, -4f); this.collisionSize = new Vec2(12f, 9f); this._barrelOffsetTL = new Vec2(26f, 14f); this._fireSound = "smg"; this._fullAuto = true; this._fireWait = 1f; this._kickForce = 1f; this.flammable = 0.8f; this._car = car; }
private void Init(float xpos, float ypos, DuckPersona who) { this.position.x = xpos; this.position.y = ypos; this.alpha = 1f; this.hSpeed = Rando.Float(6f) - 3f; this.vSpeed = (float)((double)Rando.Float(2f) - 1.0 - 1.0); this._sprite = who.featherSprite.CloneMap(); this._sprite.SetAnimation("feather"); this._sprite.frame = Rando.Int(3); if (Rando.Double() > 0.5) { this._sprite.flipH = true; } else { this._sprite.flipH = false; } this.graphic = (Sprite)this._sprite; this._rested = false; }
public ExplosionPart(float xpos, float ypos, bool doWait = true) : base(xpos, ypos) { this._sprite = new SpriteMap("explosion", 64, 64); this._sprite.AddAnimation("explode", 1f, false, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 10); this._sprite.SetAnimation("explode"); this.graphic = (Sprite)this._sprite; this._sprite.speed = 0.4f + Rando.Float(0.2f); this.xscale = 0.5f + Rando.Float(0.5f); this.yscale = this.xscale; this.center = new Vec2(32f, 32f); this._wait = Rando.Float(1f); this._smokeFrame = Rando.Int(1, 3); this.depth = new Depth(1f); this.vSpeed = Rando.Float(-0.2f, -0.4f); if (doWait) { return; } this._wait = 0.0f; }
public TunnelGrenade(float xval, float yval) : base(xval, yval) { this.ignoreCollisions = true; this.ammo = 1; this._ammoType = new ATShrapnel(); this._ammoType.penetration = 0.4f; this._type = "gun"; this._sprite = new SpriteMap(GetPath("weapons/TunnelGrenade"), 32, 32, true); base.graphic = this._sprite; _sprite.AddAnimation("animation", 1.6f, true, 0, 1, 2, 3, 4); this.center = new Vec2(16f, 16f); this.collisionOffset = new Vec2(-4f, -5f); this.collisionSize = new Vec2(8f, 10f); base.bouncy = 0.4f; this.friction = 0.05f; this._editorName = "(non teleport) Tunnel Grenade"; this._bio = "Basically a better looking Grenade. Does not teleport."; }
public TinyBubble(float xpos, float ypos, float startHSpeed, float minY, bool blue = false) : base(xpos, ypos) { this.alpha = 0.7f; this._minY = minY; this._gravMult = 0.0f; this.vSpeed = -Rando.Float(0.5f, 1f); this.hSpeed = startHSpeed; this.depth = new Depth(0.3f); SpriteMap spriteMap = new SpriteMap("tinyBubbles", 8, 8); if (blue) { spriteMap = new SpriteMap("tinyBlueBubbles", 8, 8); } spriteMap.frame = Rando.Int(0, 1); this.graphic = (Sprite)spriteMap; this.center = new Vec2(4f, 4f); this._waveSize = Rando.Float(0.1f, 0.3f); this.xscale = this.yscale = 0.1f; }
public DartGun(float xval, float yval) : base(xval, yval) { this.ammo = 12; this._ammoType = (AmmoType) new ATLaser(); this._ammoType.range = 170f; this._ammoType.accuracy = 0.8f; this._type = "gun"; this._sprite = new SpriteMap("dartgun", 32, 32); this.graphic = (Sprite)this._sprite; this.center = new Vec2(16f, 16f); this.collisionOffset = new Vec2(-8f, -4f); this.collisionSize = new Vec2(16f, 9f); this._barrelOffsetTL = new Vec2(29f, 14f); this._fireSound = "smg"; this._fullAuto = true; this._fireWait = 1f; this._kickForce = 1f; this.flammable = 0.8f; this._barrelAngleOffset = 8f; this.physicsMaterial = PhysicsMaterial.Plastic; }
public static void Main(string[] args) { string file = File.ReadAllText(args[0]); SpriteMap map = null; FlashFile v = null; if (file.StartsWith("{\"ATLAS")) { map = JsonConvert.DeserializeObject <SpriteMap>(file); } else { v = JsonConvert.DeserializeObject <FlashFile>(file); } Console.WriteLine("Converting gaming"); string xml = "<?xml version=\"1.0\" encoding=\"utf-8\"?>"; xml += "\n<TextureAtlas imagePath=\"" + (v == null ? map.Meta.Image : v.Meta.Image) + "\">"; xml += "\n<!-- Created with Kades Custom Converter -->"; if (map == null) { foreach (KeyValuePair <string, FrameValue> fv in v.Frames) { xml += $"\n<SubTexture name=\"{fv.Key}\" x=\"{fv.Value.Frame.X}\" y=\"{fv.Value.Frame.Y}\" width=\"{fv.Value.Frame.W}\" height=\"{fv.Value.Frame.H}\" frameX=\"-{fv.Value.SpriteSourceSize.X}\" frameY=\"-{fv.Value.SpriteSourceSize.Y}\" frameWidth=\"{fv.Value.SpriteSourceSize.W}\" frameHeight=\"{fv.Value.SpriteSourceSize.H}\"/>"; } } else { foreach (SpriteElement fv in map.Atlas.Sprites) { xml += $"\n<SubTexture name=\"{fv.Sprite.Name}\" x=\"{fv.Sprite.X}\" y=\"{fv.Sprite.Y}\" width=\"{fv.Sprite.W}\" height=\"{fv.Sprite.H}\" frameX=\"-{fv.Sprite.X}\" frameY=\"-{fv.Sprite.Y}\" frameWidth=\"{fv.Sprite.W}\" frameHeight=\"{fv.Sprite.H}\"/>"; } } xml += "\n</TextureAtlas>"; File.WriteAllText((map == null ? v.Meta.Image.Split('.')[0] : map.Meta.Image.Split(('.'))[0]) + ".xml", xml); }
public RussianRoulette(float xval, float yval) : base(xval, yval) { _editorName = "Last Spin"; this.ammo = 25; this._ammoType = new AT9mm(); this._ammoType.range = 70f; this._ammoType.accuracy = 1f; this._ammoType.penetration = 0.4f; this._ammoType.immediatelyDeadly = true; this._ammoType.barrelAngleDegrees = 135f; this._type = "gun"; sprite = new SpriteMap(GetPath("/weapons/Sadgun.png"), 32, 32); this.center = new Vec2(16f, 16f); this.collisionOffset = new Vec2(-6f, -4f); this.collisionOffset = new Vec2(-6f, -4f); this.collisionSize = new Vec2(12f, 8f); this._barrelOffsetTL = new Vec2(20f, 15f); this._fireSound = GetPath("/sfx/revolverspin"); this._kickForce = 3; base.graphic = sprite; }
public FututreGan(float xval, float yval) : base(xval, yval) { CooldownBinding = new StateBinding("cooldown"); _editorName = "Fututre Gan"; _bio = "For Fututre Use"; ammo = MaxAmmo; _type = "gun"; graphic = sprite = new SpriteMap(DuckUtils.GetAsset("weapons/fututre_gan.png"), 16, 16); center = new Vec2(7f, 9f); collisionOffset = new Vec2(-7f, -4f); collisionSize = new Vec2(13f, 9f); _barrelOffsetTL = new Vec2(14f, 6f); _fullAuto = false; _fireWait = 0f; _kickForce = 0.5f; _holdOffset = new Vec2(0f, 0f); UpdateSprite(); }
public FireExtinguisher(float xval, float yval) : base(xval, yval) { this.ammo = this._maxAmmo; this._type = "gun"; this.graphic = new Sprite("extinguisher"); this.center = new Vec2(8f, 8f); this.collisionOffset = new Vec2(-3f, -8f); this.collisionSize = new Vec2(6f, 16f); this._barrelOffsetTL = new Vec2(15f, 2f); this._fireSound = "smg"; this._fullAuto = true; this._fireWait = 1f; this._kickForce = 1f; this._guage = new SpriteMap("netGunGuage", 8, 8); this._holdOffset = new Vec2(0.0f, 2f); if (!Network.isActive) { return; } this.ammo = 120; }
public ClashShield(float xval, float yval) : base(xval, yval) { ActiveBinding = new StateBinding("Active"); LowChargeBinding = new StateBinding("LowCharge"); _editorName = "Clash Shield"; graphic = spriteMap = new SpriteMap(DuckUtils.GetAsset("weapons/clash_shield.png"), 32, 32); lightning1 = new SpriteMap(DuckUtils.GetAsset("weapons/clash_shield_lightnings.png"), 12, 6); lightning2 = new SpriteMap(DuckUtils.GetAsset("weapons/clash_shield_lightnings.png"), 12, 6); depth = depth - 2; spriteMap.AddAnimation("idle", 0.4f, false, 0); spriteMap.AddAnimation("active", 0.2f, true, 1, 2, 3, 4, 5, 6, 7, 6, 5, 4, 3, 2); spriteMap.AddAnimation("low", 0.2f, true, 1, 0, 2, 0, 0, 3, 4, 0, 5, 0, 6, 0, 7, 0, 5, 0, 4, 0, 3, 0, 2); lightning1.AddAnimation("idle", 0.4f, false, 0); lightning1.AddAnimation("active", 0.2f, true, LightningPattern1); lightning1.AddAnimation("low", 0.2f, true, 15, 0, 12, 0, 0, 3, 7, 0, 1, 0, 9, 0, 5, 0, 10, 0, 9, 0, 4); lightning2.AddAnimation("idle", 0.4f, false, 0); lightning2.AddAnimation("active", 0.2f, true, LightningPattern2); lightning2.AddAnimation("low", 0.2f, true, 5, 0, 7, 0, 0, 1, 8, 0, 12, 0, 11, 0, 8, 0, 3, 0, 2, 0, 4); sound = SFX.Get(DuckUtils.GetAsset("sounds/clash_shield.wav"), 1f, 0f, 0f, true); ammo = 99; thickness = 8.9f; weight = 9f; center = new Vec2(16f, 18f); collisionOffset = new Vec2(-3f, -18f); collisionSize = new Vec2(16f, 27f); handOffset = new Vec2(0f, 1000000f); _holdOffset = new Vec2(-3f, 4f); _barrelOffsetTL = new Vec2(23f, 12f); }
public FrogLauncher(float xval, float yval) : base(xval, yval) { AimAngleBinding = new StateBinding("aimAngle"); StateBinding = new StateBinding("stateIndex"); _editorName = "Frog Launcher"; _bio = "This boy can fit " + MaxAmmo + " frogs innit!"; ammo = MaxAmmo; _type = "gun"; graphic = baseSprite = new SpriteMap(DuckUtils.GetAsset("weapons/frog_launcher_base.png"), 24, 12); ammoSprite = new SpriteMap(DuckUtils.GetAsset("weapons/frog_launcher_ammo.png"), 26, 12); for (int i = 1; i <= 4; i++) { int rowStartIdx = (5 - i) * 4; ammoSprite.AddAnimation("idle" + i, 0.4f, false, rowStartIdx + 0); ammoSprite.AddAnimation("load" + i, 0.4f, false, rowStartIdx + 1, rowStartIdx + 2, rowStartIdx + 3); } ammoSprite.AddAnimation("empty", 0.4f, false, 21); ammoSprite.AddAnimation("idleOver", 0.4f, false, 0); ammoSprite.AddAnimation("loadOver", 0.4f, false, 1, 2, 3, 20); ammoSprite.SetAnimation("empty"); center = new Vec2(6f, 7f); collisionOffset = new Vec2(-6f, -4f); collisionSize = new Vec2(16f, 8f); _barrelOffsetTL = new Vec2(25f, 4f); _laserOffsetTL = new Vec2(22f, 4f); _fireSound = "pistol"; _kickForce = 3f; _holdOffset = new Vec2(-3f, 0f); _ammoType = new ATGrenade(); UpdateSprites(); }
public override void Update() { if (!this.inited) { this.inited = true; SpriteMap graphic = this.graphic as SpriteMap; if (!this.flipHorizontal && graphic.frame % 8 == 0) { if (Level.CheckPoint <BackgroundPyramid>(this.position + new Vec2(-16f, 0.0f)) != null) { ++graphic.frame; graphic.UpdateFrame(); } } else if (!this.flipHorizontal && graphic.frame % 8 == 7) { if (Level.CheckPoint <BackgroundPyramid>(this.position + new Vec2(16f, 0.0f)) != null) { --graphic.frame; graphic.UpdateFrame(); } } else if (this.flipHorizontal && graphic.frame % 8 == 0) { if (Level.CheckPoint <BackgroundPyramid>(this.position + new Vec2(16f, 0.0f)) != null) { ++graphic.frame; graphic.UpdateFrame(); } } else if (this.flipHorizontal && graphic.frame % 8 == 7 && Level.CheckPoint <BackgroundPyramid>(this.position + new Vec2(-16f, 0.0f)) != null) { --graphic.frame; graphic.UpdateFrame(); } } base.Update(); }
public TeleportPistol(float xval, float yval) : base(xval, yval) { _ammoType = new ATLaser(); _editorName = "Telport Pistol"; _bio = "Pew pew"; this.ammo = 3; this.center = new Vec2(16f, 16f); this.collisionOffset = new Vec2(-6f, -4f); this.collisionSize = new Vec2(12f, 8f); this._barrelOffsetTL = new Vec2(20f, 15f); _kickForce = 0.2f; this._fireSound = GetPath("/sfx/pewsound"); physicsMaterial = PhysicsMaterial.Wood; sprite = new SpriteMap(GetPath("/weapons/TeleportPistol.png"), 32, 32); base.graphic = sprite; sprite.AddAnimation("3", 0.4f, true, 0, 1, 2, 3); sprite.AddAnimation("2", 0.4f, true, 4, 5, 6, 7); sprite.AddAnimation("1", 0.4f, true, 8, 9, 10, 11); sprite.AddAnimation("0", 0.4f, true, 12); }
public Frog(float xpos, float ypos, bool direction) : base(xpos, ypos) { // _sprite.AddAnimation("frog", 1f, true, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10); //_sprite.SetAnimation("frog"); graphic = new SpriteMap(DuckUtils.GetAsset("part/frog.png"), 16, 16); float scale = xscale = yscale = Rando.Float(0.5f, 0.8f); lifetime = Rando.Float(3f, 6f); center = new Vec2(8f, 7f); collisionOffset = new Vec2(-6f, -5f); collisionSize = new Vec2(11f, 14f * scale); depth = -0.5f; bouncy = 0.1f; friction = 0.15f; thickness = 2f; weight = 1.4f; _impactThreshold = 0.01f; jumpDirection = direction ? 1 : -1; jumpTime = Rando.Float(0f, 2f); }
public MindControlRay(float xval, float yval) : base(xval, yval) { this.ammo = 99; this._ammoType = (AmmoType) new ATLaser(); this._ammoType.range = 170f; this._ammoType.accuracy = 0.8f; this._type = "gun"; this._sprite = new SpriteMap("mindControlGun", 16, 16); this._sprite.frame = 2; this.graphic = (Sprite)this._sprite; this.center = new Vec2(8f, 8f); this.collisionOffset = new Vec2(-7f, -4f); this.collisionSize = new Vec2(14f, 10f); this._hat = new SpriteMap("mindControlHelmet", 32, 32); this._hat.center = new Vec2(16f, 16f); this._barrelOffsetTL = new Vec2(18f, 8f); this._fireSound = "smg"; this._fullAuto = true; this._fireWait = 1f; this._kickForce = 1f; this.flammable = 0.8f; }
public PlasmaBlaster(float xval, float yval) : base(xval, yval) { this.ammo = 99; this._ammoType = (AmmoType) new ATPlasmaBlaster(); this._type = "gun"; this.graphic = new Sprite("plasmaBlaster"); this.center = new Vec2(8f, 8f); this.collisionOffset = new Vec2(-8f, -3f); this.collisionSize = new Vec2(16f, 8f); this._barrelOffsetTL = new Vec2(18f, 6f); this._fireSound = "plasmaFire"; this._kickForce = 1f; this.loseAccuracy = 0.14f; this.maxAccuracyLost = 0.9f; this._bigFlare = new SpriteMap("plasmaFlare", 32, 32); this._bigFlare.AddAnimation("idle", 1f, false, 0, 1, 2); this._bigFlare.center = new Vec2(0.0f, 16f); this._fullAuto = true; this._bulletColor = Color.Orange; this._bio = "Originally found in a crater next to a burnt power suit. It's origin and mechanism of action are unknown, but tests indicate that it is seriously badass."; this._editorName = "Plasma Blaster"; }
public NovaExp(float xpos, float ypos, bool doWait = true) : base(xpos, ypos) { _sprite = this.ReadyToRunWithFrames(tex_Effect_CrystalExplosionPurple, 36, 36); _sprite.AddAnimation("loop", 1f, false, new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, }); _sprite.SetAnimation("loop"); graphic = _sprite; _sprite.speed = 0.6f; xscale = 0.5f; yscale = xscale; center = new Vec2(18f, 18f); depth = 1f; if (!doWait) { _wait = 0f; } }
public MusicNote(float xpos, float ypos, Vec2 dir) : base(xpos, ypos) { this._sprite = new SpriteMap("notes", 8, 8); this._sprite.frame = Rando.Int(1); this._sprite.CenterOrigin(); int num1 = Rando.ChooseInt(0, 1, 2, 3); if (num1 == 0) { this._color = Color.Violet; } if (num1 == 1) { this._color = Color.SkyBlue; } if (num1 == 2) { this._color = Color.Wheat; } if (num1 == 4) { this._color = Color.GreenYellow; } this._dir = dir; float num2 = 1f; if ((double)Rando.Float(1f) <= 0.5) { num2 = -1f; } this._sin = new SinWave(0.03f + Rando.Float(0.1f), num2 * 6.283185f); this._size = 3f + Rando.Float(6f); this._speed = 0.8f + Rando.Float(1.4f); this.depth = new Depth(0.95f); this.scale = new Vec2(0.1f, 0.1f); }
public override void Update() { if (netEquippedDuck != null && !Playing) { sound.Play(); Playing = true; } if (Playing) { Timer += Maths.IncFrameTimer(); graphic = pickupSprite = _sprite = new SpriteMap(DuckUtils.GetAsset("hats/imstuff.png"), 129, 153); if (Timer > 18.2f) { Explosion.Create(this, position, ExplosionShrapnel); netEquippedDuck = null; Level.Remove(this); } } base.Update(); }
public VoteGun(float xval, float yval) : base(xval, yval) { PlayBinding = new StateBinding("Playing"); _bio = "Golosovanie!"; _editorName = "Vote Gun"; ammo = LoopTimingsAmount; _ammoType = new ATGrenade(); _type = "gun"; sprite = new SpriteMap(DuckUtils.GetAsset("weapons/dubstep_gun.png"), 16, 16); sprite.AddAnimation("anim", Maths.IncFrameTimer() * 4f, true, 0, 1, 2, 3); sprite.SetAnimation("anim"); graphic = sprite; center = new Vec2(8f, 10f); sound = SFX.Get(DuckUtils.GetAsset("sounds/vote_loop.wav"), 1f, 0f, 0f, false); collisionOffset = new Vec2(-8f, -6f); collisionSize = new Vec2(16f, 11f); _barrelOffsetTL = new Vec2(16f, 6f); _kickForce = 3f; _holdOffset = new Vec2(-1f, 0f); loseAccuracy = 0.1f; maxAccuracyLost = 2f; physicsMaterial = PhysicsMaterial.Metal; _ammoType = new ATShotgun(); _ammoType.range = 100f; _type = "gun"; _kickForce = 10f; _numBulletsPerFire = 7; }
void Awake() { map = SpriteMapLoader.Load(); //pathSprites = LoadSprites("Path"); //Resources.LoadAll<Sprite>("Path"); //buildingSprites = Resources.LoadAll<Sprite>("Building"); //doorSprites = Resources.LoadAll<Sprite>("Door"); //envirSprites = Resources.LoadAll<Sprite>("Environment"); sprites[SpriteLayer.Path] = LoadSprites("Path"); sprites[SpriteLayer.Building] = LoadSprites("Building"); sprites[SpriteLayer.Door] = LoadSprites("Door"); sprites[SpriteLayer.Environment] = LoadSprites("Environment"); tileParent = TransformPath.Get("Tiles"); }
public static void Save(SpriteMap map) { Serializer.SaveToFile(SpriteMapFilePath, JsonConvert.SerializeObject(map.GetData())); }