AnimateScale() public method

Annimates the given model to the given scale
public AnimateScale ( ImageModel model, float toScale, float timeInMs, bool loop = false ) : void
model SmashBros.Models.ImageModel
toScale float
timeInMs float
loop bool
return void
Ejemplo n.º 1
0
        public override void Load(ContentManager content)
        {
            Screen.soundController.LoadGameSounds(content, this, map.CurrentMap.backgroundMusic);

            this.camera = new CameraController(Screen, map.Model.zoomBox);

            //The effects image for hits
            this.effectImg = new ImageController(Screen, "GameStuff/GameEffects", 110);
            this.effectImg.OriginDefault    = new Vector2(130 / 2, 130 / 2);
            this.effectImg.ScaleDefault     = 0.1f;
            this.effectImg.OnAnimationDone += OnHitAnimationDone;
            this.effectImg.SetFrameRectangle(200, 200);
            this.effectImg.FramesPerRow = 2;
            AddController(effectImg);

            //Creates the countdown before starting game
            countDown = new ImageController(Screen, "GameStuff/CountDown", 900, true);
            countDown.OriginDefault = new Vector2(150, 150);
            countDown.ScaleDefault  = 0;
            countDown.SetFrameRectangle(300, 300);
            countDown.FramesPerRow = 2;
            var imgModel = countDown.SetPosition(Constants.WindowWidth / 2, Constants.WindowHeight / 2);

            //Set callback to determin when the game is finished
            imgModel.Callback = countDownNext;
            countDown.AnimateScale(0.7f, (countDownTime / 4) * 1000, true);
            AddController(countDown);

            gameOver = new ImageController(Screen, "GameStuff/GameOver", 150, true);
            gameOver.OriginDefault = new Vector2(300, 100);
            gameOver.ScaleDefault  = 0;

            this.powerUps = new PowerUpController(Screen, map.Model.DropZone);
            AddController(powerUps);

            //Creates characterController, and PlayerStatsController
            createCharacters(content);

            if (!Screen.GameOptions.UseLifes)
            {
                timeLeft             = new TimeSpan(0, Screen.GameOptions.Minutes, 0);
                timer                = new TextBox(getTimeLeft(), FontDefualt, new Vector2(Constants.WindowWidth - 80, 10), Color.White);
                timer.Layer          = 150;
                timer.StaticPosition = true;
                AddView(timer);
            }

            AddController(camera);
            AddController(this.map);

            SubscribeToGameState = true;
        }
Ejemplo n.º 2
0
        public override void Load(ContentManager content)
        {
            Screen.soundController.LoadGameSounds(content, this, map.CurrentMap.backgroundMusic);

            this.camera = new CameraController(Screen, map.Model.zoomBox);

            //The effects image for hits
            this.effectImg = new ImageController(Screen, "GameStuff/GameEffects", 110);
            this.effectImg.OriginDefault = new Vector2(130 / 2, 130 / 2);
            this.effectImg.ScaleDefault = 0.1f;
            this.effectImg.OnAnimationDone += OnHitAnimationDone;
            this.effectImg.SetFrameRectangle(200, 200);
            this.effectImg.FramesPerRow = 2;
            AddController(effectImg);

            //Creates the countdown before starting game
            countDown = new ImageController(Screen, "GameStuff/CountDown", 900, true);
            countDown.OriginDefault = new Vector2(150, 150);
            countDown.ScaleDefault = 0;
            countDown.SetFrameRectangle(300, 300);
            countDown.FramesPerRow = 2;
            var imgModel = countDown.SetPosition(Constants.WindowWidth / 2, Constants.WindowHeight / 2);
            //Set callback to determin when the game is finished
            imgModel.Callback = countDownNext;
            countDown.AnimateScale(0.7f, (countDownTime/4) * 1000, true);
            AddController(countDown);

            gameOver = new ImageController(Screen, "GameStuff/GameOver", 150, true);
            gameOver.OriginDefault = new Vector2(300, 100);
            gameOver.ScaleDefault = 0;

            this.powerUps = new PowerUpController(Screen, map.Model.DropZone);
            AddController(powerUps);

            //Creates characterController, and PlayerStatsController
            createCharacters(content);

            if (!Screen.GameOptions.UseLifes)
            {
                timeLeft = new TimeSpan(0, Screen.GameOptions.Minutes, 0);
                timer = new TextBox(getTimeLeft(), FontDefualt, new Vector2(Constants.WindowWidth - 80, 10), Color.White);
                timer.Layer = 150;
                timer.StaticPosition = true;
                AddView(timer);
            }

            AddController(camera);
            AddController(this.map);

            SubscribeToGameState = true;
        }
Ejemplo n.º 3
0
        private void OnPlayerHit(Vector2 pos, int damageDone, int newDamagepoints, int puncher, int reciever, string sound)
        {
            Screen.soundController.PlaySound(sound);

            this.players[puncher].DidHit(damageDone, reciever);
            this.players[reciever].GotHit(newDamagepoints, puncher);

            Random r = new Random();


            ImageModel inf = effectImg.AddPosition(pos);

            inf.CurrentFrame = r.Next(0, 4);
            effectImg.AnimateScale(inf, 0.7f, 200);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Adds new random powerup to the map insise the drop zone
        /// </summary>
        public void addPowerUpToMap()
        {
            ImageModel model = powerUpImg.AddPosition(randomDropPosition());

            model.SetBoundBox(World, 50, 50, Vector2.Zero, Category.Cat6, Category.All);
            model.BoundBox.OnCollision += OnCollision;
            powerUpImg.AnimateScale(model, 1f, 400, false);
            elapsedTime = 0;
            generateTimeToNext();

            PowerUpStatus status = new PowerUpStatus(randomPowerUp(), model);

            model.BoundBox.UserData = status;
            //model.CurrentFrame = (int)MathHelper.Clamp(status.PowerUp.imageFrame, 0f, 3f);
            waitingPowerUps.Add(status);
        }