public MusketSmoke(float xpos, float ypos) : base(xpos, ypos) { this.xscale = 0.15f + Rando.Float(0.15f); this.yscale = this.xscale; this.angle = Maths.DegToRad(Rando.Float(360f)); this._fastGrow = 0.6f + Rando.Float(0.3f); this._angleInc = Maths.DegToRad(Rando.Float(2f) - 1f); this._scaleInc = 1f / 1000f + Rando.Float(1f / 1000f); this._fade = 0.0015f + Rando.Float(1f / 1000f); this.move.x = Rando.Float(0.2f) - 0.1f; this.move.y = Rando.Float(0.2f) - 0.1f; GraphicList graphicList = new GraphicList(); Sprite graphic1 = new Sprite("smoke"); graphic1.depth = new Depth(1f); graphic1.CenterOrigin(); graphicList.Add(graphic1); Sprite graphic2 = new Sprite("smokeBack"); graphic2.depth = new Depth(-0.1f); graphic2.CenterOrigin(); graphicList.Add(graphic2); this.graphic = (Sprite)graphicList; this.center = new Vec2(0.0f, 0.0f); this.depth = new Depth(1f); this._backgroundSmoke = new Sprite("smokeBack"); }
public EnemySpawn(float xpos = 0.0f, float ypos = 0.0f) : base(xpos, ypos) { GraphicList graphicList = new GraphicList(); SpriteMap spriteMap = new SpriteMap("duck", 32, 32); spriteMap.depth = new Depth(0.9f); spriteMap.position = new Vec2(-8f, -18f); graphicList.Add((Sprite)spriteMap); this._spawnSprite = new SpriteMap("spawnSheet", 16, 16); this._spawnSprite.depth = new Depth(0.95f); graphicList.Add((Sprite)this._spawnSprite); this.graphic = (Sprite)graphicList; this._editorName = "enemy spawn"; this.center = new Vec2(8f, 8f); this.collisionSize = new Vec2(16f, 16f); this.collisionOffset = new Vec2(-8f, -8f); }
//Initial Konstrukter - Is only called ones the game runs the first time public HaguruClock() { //Clock Position (Entity Position) X = 200; Y = 200; //Mainwheel Graphics mainWheel = new Image(Assets.HAGURUMAINCOCKWEEL); mainWheel.CenterOrigin(); //Darf nicht relativ zur Uhr gerendered werden weil drehen der Uhr sonst mainwheel mitdreht!!! mainWheel.Relative = false; mainWheel.ScaleX = 0.25f; mainWheel.ScaleY = 0.25f; mainWheel.X = 0; mainWheel.Y = 0; //add it to the rendered Graphiclist graphics.Add(mainWheel); //SideWheel Graphics sideWheel = new Image(Assets.HAGURUSIDECOCKWEEL); sideWheel.CenterOrigin(); //Muss relativ zur Uhr gerendered werden weil drehen der Uhr sonst sidewheels position nicht mitdreht!!! sideWheel.Relative = true; sideWheel.ScaleX = 0.25f; sideWheel.ScaleY = 0.25f; sideWheel.X = 0; //Relative Position zur Uhr sideWheel.Y = 0 - ((mainWheel.ScaledHeight / 2) + (sideWheel.ScaledHeight / 2) - 20); //add it to the rendered Graphiclist graphics.Add(sideWheel); //Set overall Graphic to the list so all graphics are rendered properly Graphic = graphics; }
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; }
//dodaje grafike do używanej instancji okna public void AddGraphicsToWindow(int x, int y, Image img) { img.SetPosition(mainbg.X + x, mainbg.Y + y); windowGraphics.Add(img); }