override public void init() { base.init(); //CGame.inst ().setPlayer (mPlayer); mMap = new CTileMap(); CGame.inst().setMap(mMap); mEnemyManager = new CEnemyManager(); mBulletManager = new CBulletManager(); mParticleManger = new CParticleManager(); mAndy = new CAndy(); mAndy.setXY(400, 400); CGame.inst().setAndy(mAndy); //createAsteroids (); /*CEnemyShip e = new CEnemyShip (); * e.setXY (200, 200); * CEnemyManager.inst ().add (e);*/ CScorpion s = new CScorpion(CScorpion.TYPE_DONT_FALL); s.setXY(550, 300); CEnemyManager.inst().add(s); s = new CScorpion(CScorpion.TYPE_FALL); s.setXY(700, 300); CEnemyManager.inst().add(s); }
override public void init() { base.init(); mMap = new CTileMap(); CGame.inst().setMap(mMap); setState(CLevelState.IN_PROGRESS); //mBackground = new CBackground(); //mBackground.setXY(0, 0); mOverworldPlayer = new COverWorldPlayer(); mOverworldPlayer.setXY(CGameConstants.SCREEN_WIDTH / 2, CGameConstants.SCREEN_HEIGHT / 2); mOverworldPlayer.setXY(300, 300); mOverworldNPC = new COverWorldNPC(); mOverworldNPC.setXY(CGameConstants.SCREEN_WIDTH - 100, CGameConstants.SCREEN_HEIGHT / 2); mOverworldNPC.setXY(500, 300); /*CGame.inst().setPlayer(mPlayer);*/ mBackgroundFloor = new CBackgroundFloor(); mBackgroundFloor.setXY(0, 0); mBackgroundFloor.setSortingLayerName("Background"); DialogManager.init(); }
public void checkPoints(float aX, float aY) { int x = (int)aX; int y = (int)aY; // Columna del lado izquierdo del personaje. mLeftX = (x + mXOffsetBoundingBox) / CTileMap.TILE_WIDTH; // Columna del lado derecho del personaje. -1 porque es el pixel de adentro. x+w es la coordenada del pixel de afuera. mRightX = (x + getWidth() - 1 - mXOffsetBoundingBox) / CTileMap.TILE_WIDTH; // Fila de arriba del personaje. mUpY = (y + mYOffsetBoundingBox) / CTileMap.TILE_HEIGHT; // Fila de los pies del personaje. mDownY = (y + getHeight() - 1) / CTileMap.TILE_HEIGHT; CTileMap map = CGame.inst().getMap(); mTileTopLeft = map.getTile(mLeftX, mUpY).isWalkable(); mTileTopRight = map.getTile(mRightX, mUpY).isWalkable(); mTileDownLeft = map.getTile(mLeftX, mDownY).isWalkable(); mTileDownRight = map.getTile(mRightX, mDownY).isWalkable(); //Debug.Log ("Esquina superior izquierda hay un tile: " + mTileTopLeft); //Debug.Log ("Esquina superior derecha hay un tile: " + mTileTopRight); //Debug.Log ("Esquina inferior izquierda hay un tile: " + mTileDownLeft); //Debug.Log ("Esquina inferior derecha hay un tile: " + mTileDownRight); }
override public void destroy() { base.destroy(); mMap.destroy(); mMap = null; mAndy.destroy(); mAndy = null; mEnemyManager.destroy(); mEnemyManager = null; mItemManager.destroy(); mItemManager = null; mBulletManager.destroy(); mBulletManager = null; mParticleManger.destroy(); mParticleManger = null; mTierra.destroy(); mTierra = null; }
private void controlRooms() { CTileMap map = CGame.inst().getMap(); if (getX() + getWidth() / 2 > CTileMap.WORLD_WIDTH) { // Se fue por la derecha. map.changeRoom(CGameConstants.D); // Aparece por la izquierda. setX(-getWidth() / 2); } else if (getX() + getWidth() / 2 < 0) { // Se fue por la izquierda. map.changeRoom(CGameConstants.A); setX(CTileMap.WORLD_WIDTH - getWidth() / 2); } else if (getY() + getHeight() / 2 > CTileMap.WORLD_HEIGHT) { // Se fue por abajo. map.changeRoom(CGameConstants.S); setY(-getHeight() / 2); } else if (getY() + getHeight() / 2 < 0) { // Se fue por arriba. map.changeRoom(CGameConstants.W); setY(CTileMap.WORLD_HEIGHT - getHeight() / 2); } }
override public void init() { base.init(); //CGame.inst ().setPlayer (mPlayer); mEnemyManager = new CEnemyManager(); mItemManager = new CItemManager(); mBulletManager = new CBulletManager(); mParticleManger = new CParticleManager(); // El mapa crea enemigos. Crear los managers antes que el mapa. mMap = new CTileMap("Assets/Resources/Map/Map.tmx"); CGame.inst().setMap(mMap); mAndy = new CAndy(); mAndy.muestro = mMap; mAndy.setXY(400, 400); mAndy.setCheckpoint(400, 400); CGame.inst().setPlayer(mAndy); mBackground = new CSprite(); mBackground.setImage(Resources.Load <Sprite>("Sprites/background/background")); mBackground.setName("Background"); mBackground.setRegistration(CSprite.REG_CENTER); mBackground.setParent(CCamera.inst().getTransform()); CCamera.inst().setSize(mMap.getTileHeight() * 8); CCamera.inst().setBounds(0, 0, mMap.getMapWidth() * mMap.getTileWidth(), mMap.getMapHeight() * mMap.getTileHeight()); }
override public void init() { base.init(); //CGame.inst ().setPlayer (mPlayer); mEnemyManager = new CEnemyManager(); mItemManager = new CItemManager(); mBulletManager = new CBulletManager(); mParticleManger = new CParticleManager(); mTierra = new Tierra(); // El mapa crea enemigos. Crear los managers antes que el mapa. mMap = new CTileMap(); CGame.inst().setMap(mMap); mAndy = new CAndy(); mAndy.setXY(400, 400); //createAsteroids (); /*CEnemyShip e = new CEnemyShip (); * e.setXY (200, 200); * CEnemyManager.inst ().add (e);*/ }
private void registerSingleton() { if (Instance == null) { Instance = this; } else { throw new UnityException("ERROR: Cannot create another instance of singleton class CEnemyManager."); } }
override public void destroy() { base.destroy(); DialogManager.destroy(); mMap.destroy(); mMap = null; mBackgroundFloor.destroy(); mBackgroundFloor = null; mOverworldPlayer.destroy(); mOverworldPlayer = null; mOverworldNPC.destroy(); mOverworldNPC = null; }
//private CText title; override public void init() { base.init(); mMap = new CTileMap(); CGame.inst().setMap(mMap); setState(CLevel1.IN_PROGRESS); Debug.Log("cree CLevel1"); mAndy = new CPlayer(); mAndy.setXY(200, 200); /*title = new CText("holi"); * title.setXY(200, 200);*/ mBigEnemy = new bigEnemy(); mHitBoxManager = new hitBoxManager(); }
public override void destroy() { base.destroy(); mMap.destroy(); mMap = null; mAndy.destroy(); mAndy = null; mBigEnemy.destroy(); mBigEnemy = null; mHitBoxManager.destroy(); /*title.destroy(); * title = null;*/ }
public bigEnemy() { setXY(1400, CTileMap.TILE_HEIGHT * 8 - HEIGHT); setImage(Resources.Load <Sprite>("Sprites/ui/pixel")); setSortingLayerName("Enemies"); setSortingOrder(20); setColor(Color.magenta); setAlpha(0.4f); setName("bigEnemy"); setScaleX(WIDTH); setScaleY(HEIGHT); currentHealth = maxHealth; setState(STATE_STAND); mMap = new CTileMap(); }
private void checkbounds(float aX, float aY) { int x = (int)aX; int y = (int)aY; //Columna en la parte izquierda del player mLeftX = x / CTileMap.TILE_WIDTH; //Columna en la parte derecha del player mRightX = (x + getWidth() - 1) / CTileMap.TILE_WIDTH; //Fila en la parte superior del Player mUpY = y / CTileMap.TILE_HEIGHT; //Fila en la parte inferior del Player mDownY = (y + getHeight() - 1) / CTileMap.TILE_HEIGHT; CTileMap map = CGame.inst().getMap(); mTileTopLeft = map.getTileIndex(mLeftX, mUpY); mTileTopRight = map.getTileIndex(mRightX, mUpY); mTileDownLeft = map.getTileIndex(mLeftX, mDownY); mTileDownRight = map.getTileIndex(mRightX, mDownY); }
public void setMap(CTileMap aMap) { mMap = aMap; }