public MenuBGObject(Node node) : base(node) { var vector = new Vector2(30, -300); Image = new SpriteX(this, "PlanetMenu/Menu_BG.png", vector); Image.Color.A = 0; Image.RunAction(new TintBy(new Vector4(0f, 0f, 0f, 1f), 1f)); Image.Moveby(new Vector2(0, 320), 1f); }
public MenuButton(Node node, string path, SelectTodo selectTodo, int num) : base(node) { Num = num; this.selectTodo = selectTodo; var vector = new Vector2(0, 90 + Num * 60); Image = new SpriteX(this, path, vector, new Vector2i(1, 2), new Vector2i(1, 1)); Image.Color.A = 0; ShowTime = new Ticker(0.65f + Num * 0.12f); }
private void AddBackground(string Name) { if (Name != "") { backGroundPic = new SpriteX(BackGround, "BG/" + Name, Vector2.Zero); } else { backGroundPic = new SpriteX(BackGround, "BG/Default.png", Vector2.Zero); } }
public BBullet(Node node, Vector2 pos, Vector2 Dir, float Speed, float w, float h, WeapRanType wrt, ContactType ctype, float att, string path) : base(node, 0, 0, pos, w, h, ctype, null, null) { this.Att = att; this.Speed = Speed; this.Dir = Dir; body = new SpriteX(path, pos); body.ChangeFather(this); body.CenterSprite(TRS.Local.Center); body.Color = new Vector4(12 / 255f, 255 / 255f, 98 / 255f, 255f / 255f); maxShootDis = BWeapon.GetRangeByType(wrt); }
/// <summary> /// 构造一个宇宙舰基对象,不会碰撞的 /// </summary> public BWarship(Node node, Vector2 pos, string path) : base(node, 1, 1) { body = new SpriteX(path, pos); body.ChangeFather(this); body.CenterSprite(TRS.Local.Center); Speed = 8f; MaxRotSpeed = 0.02f; RotSpeed = MaxRotSpeed; RotSpeedInc = 0.002f; this.Body.Scale = allWarshipScale; }
/// <summary> /// 构造一个宇宙舰基对象,会碰撞的 /// </summary> public BWarship(Node node, Vector2 pos, float width, float height, ContactType ctype, ContactDeal td, ContactDeal bd, string path) : base(node, 0, 0, pos, width, height, ctype, td, bd) { body = new SpriteX(this, path, pos); body.CenterSprite(TRS.Local.Center); HP = 100; Speed = 8f; MaxRotSpeed = 0.02f; RotSpeed = MaxRotSpeed; RotSpeedInc = 0.002f; this.Body.Scale = allWarshipScale; }
public BBomb(Node node, Vector2 pos, Vector2 Dir, float Speed, float w, float h, WeapRanType wrt, float startBomb, float NoContactTime, ContactType ctype, float att, string path) : base(node, 0, 0, pos, w, h, ctype, null, null) { this.Att = att; this.NoContactTime = NoContactTime; this.Speed = Speed; this.Dir = Dir; body = new SpriteX(path, pos); body.ChangeFather(this); body.CenterSprite(TRS.Local.Center); // body.Scale = new Vector2(12f, 12f); body.Color = new Vector4(220 / 255f, 82 / 255f, 98 / 255f, 255f / 255f); //base.drawBoundBox = new DrawBoundBox(this); }
public BMissile(Node node, Vector2 pos, BWarship target, float Speed, float rots, float rotsInc, float w, float h, WeapRanType wrt, ContactType ctype, float att, string path) : base(node, 0, 0, pos, w, h, ctype, null, null) { this.Att = att; this.Speed = Speed; this.target = target; body = new SpriteX(path, pos); body.ChangeFather(this); body.CenterSprite(TRS.Local.Center); body.Scale = new Vector2(0.4f, 0.4f); tracker = new BTracker(body, ref this.Speed, rots, rotsInc); tracker.SetTarger(target.GetPosition()); body.Color = BWarship.ColorID; maxShootDis = BWeapon.GetRangeByType(wrt); }
public BattleMap(Node node) : base(node) { background = new SpriteX("Battles//background.png", new Vector2(-100, -100)); background.ChangeFather(this); boundaryWarner = new SpriteX("Battles//BoundaryWarning.png", NoDisplayPos); boundaryWarner.ChangeFather(this); boundaryWarner.CenterSprite(TRS.Local.Center); Vector2 pos; SpriteX x; for (int i = 0; i < starCount; i++) { pos = new Vector2(Maths.Rnd.Next((int)(-BattleScene.Width * 0.5f - 100), (int)(BattleScene.Width * 0.5f + 100)), Maths.Rnd.Next((int)(-BattleScene.Heigth * 0.5f - 100), (int)(BattleScene.Heigth * 0.5f + 100))); x = new SpriteX("Battles//star.png", pos); x.ChangeFather(this); x.CenterSprite(TRS.Local.Center); } }
public override void Start() { //先加载资源 GameData.LoadTextureInfo("Battles//background.png"); GameData.LoadTextureInfo("Battles//BoundaryWarning.png"); GameData.LoadTextureInfo("Battles//primitive.png"); GameData.LoadTextureInfo("Battles//star.png"); GameData.LoadTextureInfo("Battles//test.png"); GameData.LoadTextureInfo("Battles//testship.png"); GameData.LoadTextureInfo("Battles//testwingman.png"); bacgroundBack = new Layer(); bacground = new Layer(); middle = new Layer(); front = new Layer(); this.AddChild(bacgroundBack); //最下层 this.AddChild(bacground); this.AddChild(middle); this.AddChild(front); LeftLimit = -Width * 0.5f; RightLimit = Width * 0.5f; UpLimit = -Heigth * 0.5f; DownLimit = Heigth * 0.5f; map = new BattleMap(bacgroundBack); enemy = new BEnemyManager(middle, this); player = new BPlayer(middle, this); otherSprites = new SpriteX(this, "Battles//test.png", new Vector2(0, 0)); otherSprites.CenterSprite(TRS.Local.Center); //锁定 player.SetCanLockEnemys(enemy.GetAllWarships()); enemy.SetCanLockEnemys(player.GetAllWarships()); base.Start(); }
public TextBG() { image = new SpriteX(this, "AVG/TextBox.png", new Vector2(179, 364)); }
public TitleButton(Node node) : base(node) { Image = new SpriteX(this, "MainMenu/Menu_Title.png", new Vector2(247, 96)); }
public MainMenuButton(Node node, string path, Vector2 vector2, SelectTodo selectTodo) : base(node) { this.selectTodo = selectTodo; Image = new SpriteX(this, path, vector2, new Vector2i(1, 2), new Vector2i(1, 1)); }