Example #1
0
        public MapBorder()
        {
            m_actionManager = new SingleActionManager();

            m_sprite             = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_background"), m_transform);
            m_transform.Position = new Vector2(168, 72);

            pixelPlayer                 = new Sprite(Program.TheGame, TextureLibrary.PixelSpriteSheet, new Transform(m_transform, true));
            pixelPlayer.Colour          = new Vector4((float)255 / (float)255, (float)251 / (float)255, (float)240 / (float)255, 1);
            pixelPlayer.Transform.PosX  = -4;
            pixelPlayer.Transform.Scale = new Vector2(2, 2);

            pixelTotem                 = new Sprite(Program.TheGame, TextureLibrary.PixelSpriteSheet, new Transform(m_transform, true));
            pixelTotem.Colour          = new Vector4((float)255 / (float)255, (float)251 / (float)255, (float)240 / (float)255, 1);
            pixelTotem.Origin          = new Vector2(0.5f, 1);
            pixelTotem.Transform.PosY  = m_mapFloor;
            pixelTotem.Transform.Scale = new Vector2(2, m_mapCeiling);

            m_slideToScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOnScreen, 1);
            m_slideToScreen.Interpolator   = new PSmoothstepInterpolation();
            m_slideToScreen.Timer.Interval = durationSlide;

            m_slideOutOfScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOutOfScreen, 1);
            m_slideOutOfScreen.Interpolator   = new PSmoothstepInterpolation();
            m_slideOutOfScreen.StartPosition  = positionOnScreen;
            m_slideOutOfScreen.Timer.Interval = durationSlide;
        }
Example #2
0
        // TODO NOTE
        // Si besoin de créer des particules, il faut un générateur de particules ( ParticleGenerator<ClasseDeParticle> )

        /*
         * "J'ai un système de particules statique deans Game1, Il te faut un générateur de particules pour créer des particules"
         */

        public Soul(Vector2 initialPosition, Player player)
        {
            //m_transform.ParentTransform = player.Transform;
            m_playerInstance = player;
            m_sprite         = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("soul"), m_transform);
            Vector2 explodePosition;

            if (player.IsToLeft)
            {
                explodePosition.X = player.Transform.PosX + Program.Random.Next(-72, -20);
            }
            else
            {
                explodePosition.X = player.Transform.PosX + Program.Random.Next(20, 73);
            }
            explodePosition.Y = Program.Random.Next((int)player.Transform.PosY + 50, (int)(player.Transform.PosY + 50 + ExplosionBreadth * m_playerInstance.SpeedMultiplier));

            MoveToStaticAction moveToExplosionPoint = new MoveToStaticAction(Program.TheGame, m_transform, explodePosition, 1);

            moveToExplosionPoint.StartPosition  = initialPosition;
            moveToExplosionPoint.Timer.Interval = BaseExplosionDuration / player.SpeedMultiplier;
            moveToExplosionPoint.Interpolator   = new PSmoothstepInterpolation();
            m_moveToPlayer = new MoveToStaticAction(Program.TheGame, m_transform, explodePosition, 1);
            m_moveToPlayer.StartPosition  = explodePosition;
            m_moveToPlayer.Interpolator   = new PSquareInterpolation(1);
            m_moveToPlayer.Timer.Interval = MoveToPlayerTime;


            m_animation = new Sequence(1);
            m_animation.AddAction(moveToExplosionPoint);
            m_animation.AddAction(new DelayAction(Program.TheGame, (float)(Program.Random.NextDouble() * 0.5f + 0.1f) / m_playerInstance.SpeedMultiplier));
            m_animation.AddAction(m_moveToPlayer);
            m_animation.Start();
        }
Example #3
0
        public MenuScreen()
        {
            isActive          = false;
            isHidden          = true;
            canLauchChallenge = false;

            menuSound = SoundEffectLibrary.Get("cursor").CreateInstance();

            m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("menu_start_bg"), m_transform);
            m_sprite.Transform.Position = outPos;
            arrow = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("arrow"), new Transform(m_transform, true));

            moveTo = new MoveToStaticAction(Program.TheGame, m_transform, inPos, 1);
            moveTo.StartPosition  = new Vector2(80, 200);
            moveTo.Interpolator   = new PSmoothstepInterpolation();
            moveTo.Timer.Interval = 0.5f;

            moveOut = new MoveToStaticAction(Program.TheGame, m_transform, outPos, 1);
            moveOut.StartPosition  = inPos;
            moveOut.Interpolator   = new PSmoothstepInterpolation();
            moveOut.Timer.Interval = 0.5f;

            choice          = MenuState.START;
            challengeChoice = ChallengeState.CHALL_1;
        }
        public GameScene()
        {
            Concurrent cameraPan;
            Sequence   panZoomSequence = new Sequence();


            //m_backpackers[2].Transform.PosX += 100;

            Party.Initialise();

            m_introSequence = new Sequence();
            m_introSequence.AddAction(Party.GetMovingOutAnimation());

            #region Camera Intro Pan Forward T = 5s

            m_cameraIntroForwardPan = new MoveToStaticAction(Globals.TheGame, World.cam_Main.Transform, Vector2.Zero, 1);
            m_cameraIntroForwardPan.Timer.Interval = 5.0f;
            m_cameraIntroForwardPan.Interpolator   = new PSmoothstepInterpolation();

            ScaleToAction zoom1 = new ScaleToAction(Globals.TheGame, World.cam_Main.Transform, new Vector2(IntroZoom, IntroZoom), 1);
            zoom1.Timer.Interval = 3.0f;
            zoom1.StartScale     = new Vector2(WaveZoom, WaveZoom);
            zoom1.Interpolator   = new PSmoothstepInterpolation();
            panZoomSequence.AddAction(zoom1);

            panZoomSequence.AddAction(new DelayAction(Globals.TheGame, 1.0f));

            ScaleToAction zoom2 = new ScaleToAction(Globals.TheGame, World.cam_Main.Transform, new Vector2(IntroOnExitZoom, IntroOnExitZoom), 1);
            zoom2.Timer.Interval = 1.0f;
            zoom2.StartScale     = zoom1.Target;
            zoom2.Interpolator   = new PSmoothstepInterpolation();
            panZoomSequence.AddAction(zoom2);

            cameraPan = new Concurrent(new PastaGameLibrary.Action[] { m_cameraIntroForwardPan, panZoomSequence });
            m_introSequence.AddAction(cameraPan);

            m_introSequence.AddAction(new DelayAction(Globals.TheGame, 0.5f));

            #endregion

            #region Camera pan backwards T = 3s

            m_cameraIntroBackwardsPan = new MoveToStaticAction(Globals.TheGame, World.cam_Main.Transform, Vector2.Zero, 1);
            m_cameraIntroBackwardsPan.Timer.Interval = 3.0f;
            m_cameraIntroBackwardsPan.Interpolator   = new PSmoothstepInterpolation();
            zoom1 = new ScaleToAction(Globals.TheGame, World.cam_Main.Transform, new Vector2(1.0f, 1.0f), 1);
            zoom1.Timer.Interval = 1.0f;
            zoom1.StartScale     = zoom2.Target;
            zoom1.Interpolator   = new PSmoothstepInterpolation();
            cameraPan            = new Concurrent(new PastaGameLibrary.Action[] { m_cameraIntroBackwardsPan, zoom1 });

            m_introSequence.AddAction(cameraPan);

            #endregion
        }
Example #5
0
        public Individual(Crowd crowd, Vector2 positionInCrowd) : base()
        {
            m_transform.Position        = positionInCrowd;
            m_transform.ParentTransform = crowd.Transform;

            m_spriteTransform = new Transform();
            m_jumpTransform   = new PastaGameLibrary.Transform(m_spriteTransform, true);
            m_sprite          = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("perso_foule"), m_jumpTransform);
            m_sprite.Origin   = new Vector2(0.5f, 1.0f);

            m_saut = new Sequence(-1);

            ///
            ///Jump animation
            ///
            Vector2            jumpTarget   = new Vector2(0, (float)(Program.Random.NextDouble() * JumpHeight * 0.5 + JumpHeight * 0.5));
            float              movementTime = (float)(Program.Random.NextDouble() * 0.5 * JumpMovementTime + JumpMovementTime * 0.5);
            MoveToStaticAction jumpMovement = new MoveToStaticAction(Program.TheGame, m_jumpTransform, jumpTarget, 1);

            jumpMovement.Timer.Interval = movementTime;
            jumpMovement.Interpolator   = new PBounceInterpolation(0);
            m_saut.AddAction(jumpMovement);
            m_saut.AddAction(new DelayAction(Program.TheGame, TotalJumpTime - movementTime));

            ///
            ///Walk animation
            ///
            m_walk = new MoveToStaticAction(Program.TheGame, m_jumpTransform, new Vector2(0, 1), -1);
            m_walk.Timer.Interval = (float)Program.Random.NextDouble() * WalkAnimationTime * 0.5f + WalkAnimationTime * 0.5f;
            m_walk.Interpolator   = new BooleanInterpolation();

            ///
            ///Throw player animation
            ///
            m_throw = new Sequence(1);
            float intensity = 1 - Math.Min(1, m_transform.Position.Length() * 0.02f);

            m_throwStretch = new ScaleToAction(Program.TheGame, m_jumpTransform, new Vector2(1.0f, 1 - intensity * 0.5f), 1);
            m_throwStretch.Interpolator = new PSmoothstepInterpolation();
            ScaleToAction throwDestretch = new ScaleToAction(Program.TheGame, m_jumpTransform, new Vector2(1.0f, 1.0f), 1);

            throwDestretch.Timer.Interval = 0.1f;

            m_throw.AddAction(m_throwStretch);

            MoveToStaticAction throwMovement = new MoveToStaticAction(Program.TheGame, m_jumpTransform, Vector2.Zero, 1);

            throwMovement.StartPosition  = new Vector2(0, -20 - 30 * intensity);
            throwMovement.Timer.Interval = 0.4f;
            throwMovement.Interpolator   = new PBounceInterpolation(0, 1);
            m_throw.AddAction(new Concurrent(new PastaGameLibrary.Action[] { throwMovement, throwDestretch }));

            m_actionManager = new SingleActionManager();
        }
Example #6
0
 public Title()
     : base()
 {
     m_sprite    = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("titre_anime", 4, 1), m_transform);
     m_animation = new SpriteSheetAnimation(m_sprite, 0, 3, 1.0f, -1);
     m_animation.Start();
     m_physics             = new PhysicsComponent(Program.TheGame, m_transform);
     m_physics.GroundLevel = (int)TitleY;
     m_physics.Mass        = 4;
     m_moveTo = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(TitleX, -100), 1);
     m_moveTo.Interpolator   = new PSmoothstepInterpolation();
     m_moveTo.Timer.Interval = 0.4f;
     m_transform.Position    = new Vector2(TitleX, -100);
 }
Example #7
0
        static void InitialiseMovingOutAnimation()
        {
            #region Backpacker 0

            Sequence waveAnimation_0 = new Sequence();

            MoveToStaticAction walkMove_0 = new MoveToStaticAction(Globals.TheGame, Backpackers[0].Transform, new Vector2(MeetingPoint, 0), 1);
            walkMove_0.Timer.Interval = 0.5f;
            SpriteSheetAnimation walkAnim_0 = new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 1, 0.1f, 5);
            waveAnimation_0.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_0, walkAnim_0 }));
            waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 0, 0.5f, 1));
            waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 2, 3, 0.2f, 4));
            waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 0, 0.1f, 1));

            #endregion

            #region Backpacker 1

            Sequence waveAnimation_1 = new Sequence();

            MoveToStaticAction walkMove_1 = new MoveToStaticAction(Globals.TheGame, Backpackers[1].Transform, new Vector2(MeetingPoint - 40, 0), 1);
            walkMove_1.Timer.Interval = 0.5f;
            SpriteSheetAnimation walkAnim_1 = new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 1, 0.1f, 5);
            waveAnimation_1.AddAction(new DelayAction(Globals.TheGame, 0.2f));
            waveAnimation_1.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_1, walkAnim_1 }));
            waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 0, 0.5f, 1));
            waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 2, 3, 0.1f, 5));
            waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 0, 0.1f, 1));

            #endregion

            #region Backpacker 2

            Sequence waveAnimation_2 = new Sequence();

            MoveToStaticAction walkMove_2 = new MoveToStaticAction(Globals.TheGame, Backpackers[2].Transform, new Vector2(MeetingPoint - 80, 0), 1);
            walkMove_2.Timer.Interval = 0.5f;
            SpriteSheetAnimation walkAnim_2 = new SpriteSheetAnimation(Backpackers[2].Sprite, 0, 1, 0.1f, 5);
            waveAnimation_2.AddAction(new DelayAction(Globals.TheGame, 0.4f));
            waveAnimation_2.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_2, walkAnim_2 }));
            waveAnimation_2.AddAction(new SpriteSheetAnimation(Backpackers[2].Sprite, 2, 3, 0.2f, 3));
            waveAnimation_2.AddAction(new SpriteSheetAnimation(Backpackers[2].Sprite, 0, 0, 0.1f, 1));

            #endregion

            s_movingOutAnimation = new Concurrent(new PastaGameLibrary.Action[] { waveAnimation_0, waveAnimation_1, waveAnimation_2 });
        }
Example #8
0
        public ScoreDisplay()
        {
            m_transform = new Transform();

            m_slideIn = new MoveToStaticAction(Program.TheGame, m_transform, inPos, 1);
            m_slideIn.StartPosition  = outPos;
            m_slideIn.Timer.Interval = 0.25f;
            m_slideIn.Interpolator   = new PSmoothstepInterpolation();

            m_slideOut = new MoveToStaticAction(Program.TheGame, m_transform, outPos, 1);
            m_slideOut.StartPosition  = inPos;
            m_slideOut.Timer.Interval = 0.25f;
            m_slideOut.Interpolator   = new PSmoothstepInterpolation();

            m_actions            = new SingleActionManager();
            m_transform.Position = outPos;
        }
Example #9
0
        public Monster() : base()
        {
            m_spriteSheetNomNom      = TextureLibrary.GetSpriteSheet("anim_monstre_miam", 8, 1);
            m_spriteSheetIdle        = TextureLibrary.GetSpriteSheet("anim_monstre_neutre", 5, 1);
            m_sprite                 = new Sprite(Program.TheGame, m_spriteSheetIdle, m_transform);
            m_sprite.PixelCorrection = true;
            m_idle       = new SpriteSheetAnimation(m_sprite, 0, 4, 3.0f, -1);
            m_openMouth  = new SpriteSheetAnimation(m_sprite, 4, 6, 0.5f, 1);
            m_closeMouth = new Sequence(1);
            m_closeMouth.AddAction(new SpriteSheetAnimation(m_sprite, 6, 7, 0.45f, 1));
            m_closeMouth.AddAction(new MethodAction(Idle));
            m_actionManager      = new SingleActionManager();
            m_transform.Position = new Vector2(MonsterPosX, MonsterPosY);

            m_breathing = new MoveToStaticAction(Program.TheGame, m_transform, m_transform.Position + new Vector2(0, 3), -1);
            m_breathing.Interpolator   = new PSineInterpolation();
            m_breathing.Timer.Interval = 4.0f;
            m_breathing.Start();
        }
Example #10
0
        public ScoreBorder()
        {
            m_actionManager = new SingleActionManager();

            score = 0;

            m_sprite             = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_background"), m_transform);
            m_transform.Position = new Vector2(-8, 72);

            m_graphicScore                    = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_foreground"), new Transform(m_transform, true));
            m_graphicScore.Origin             = new Vector2(0.5f, 1);
            m_graphicScore.Transform.Position = new Vector2(0, 72);
            m_graphicScore.Transform.SclY     = 0f;

            m_slideToScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOnScreen, 1);
            m_slideToScreen.Interpolator   = new PSmoothstepInterpolation();
            m_slideToScreen.Timer.Interval = durationSlide;

            m_slideOutOfScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOutOfScreen, 1);
            m_slideOutOfScreen.StartPosition  = positionOnScreen;
            m_slideOutOfScreen.Interpolator   = new PSmoothstepInterpolation();
            m_slideOutOfScreen.Timer.Interval = durationSlide;
        }
Example #11
0
        protected override void Initialize()
        {
            base.Initialize();

            Globals.Initialise(this);
            World.Initialise(this);
            AttackManager.Initialise(GraphicsDevice);
            DestructibleComponent.Initialise();

            cameraMove = new MoveToStaticAction(this, World.cam_Main.Transform, new Vector2(0, -350), 1);
            cameraMove.Interpolator   = new PSmoothstepInterpolation();
            cameraMove.Timer.Interval = 1.0f;

            cameraZoom = new ScaleToAction(this, World.cam_Main.Transform, new Vector2(0.5f, 0.5f), 1);
            cameraZoom.Interpolator   = new PSmoothstepInterpolation();
            cameraZoom.Timer.Interval = 1.2f;

            Globals.GameScene = new GameScene();
            Globals.GameScene.BuildNextLevel();
            Globals.GameScene.StartCurrentLevel();
            World.cam_Main.Transform.Position = new Vector2(500, -100);

            Globals.GameScene.StartIntro();
        }
        public static void Initalise()
        {
            cutscenePlayer = new CutscenePlayer();
            cutscenePlayer.Transform.PosX = -100;
            monster = new Monster();
            crowd   = new Crowd(40, 18, new Vector2(2.5f, 0.5f));

            title = new Title();

            DelayAction cameraDelay = new DelayAction(Program.TheGame, CameraDelay);

            moveToTotem = new MoveToStaticAction(Program.TheGame, Game1.GameCamera.Transform, Vector2.Zero, 1);
            moveToTotem.StartPosition  = new Vector2(CameraMenuX, CameraMenuY);
            moveToTotem.Interpolator   = new PSmoothstepInterpolation();
            moveToTotem.Timer.Interval = TimeToFirstTotem;
            MethodAction moveCrowd = new MethodAction(delegate() {
                crowd.MoveTo(currentTotemPosition + TotemCrowdOffset, TimeToFirstTotem);
            });

            gotoFirstTotem = new Sequence(1);
            gotoFirstTotem.AddAction(cameraDelay);
            gotoFirstTotem.AddAction(moveCrowd);
            gotoFirstTotem.AddAction(moveToTotem);
            gotoFirstTotem.AddAction(new MethodAction(delegate() { Cutscenes.ThrowPlayer(Game1.CurrentTotem); }));

            playerLaunch = new Sequence(1);
            playerLaunch.AddAction(new DelayAction(Program.TheGame, Crowd.LaunchTensionTime));
            moveToAscendingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), cutscenePlayer.Transform, 1);
            moveToAscendingPlayer.Interpolator   = new PSquareInterpolation(0.1f);
            moveToAscendingPlayer.RotationActive = false;
            playerLaunch.AddAction(moveToAscendingPlayer);

            readySequence = new Sequence(1);
            Transform end = new Transform(Game1.player.Transform, true);

            end.PosY            = Game1.CameraOffset;
            moveToFallingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), end, 1);
            moveToFallingPlayer.Interpolator   = new PSmoothstepInterpolation();
            moveToFallingPlayer.RotationActive = false;

            readySequence.AddAction(new MethodAction(delegate() { Game1.player.GetReady(); }));
            readySequence.AddAction(moveToFallingPlayer);
            readySequence.AddAction(new MethodAction(delegate() { Game1.player.StartCountDown(); }));

            cameraZoom = new ScaleToAction(Program.TheGame, Game1.GameCamera.Transform, Vector2.Zero, 1);
            cameraZoom.Interpolator   = new PSmoothstepInterpolation();
            cameraZoom.Timer.Interval = 0.3f;

            goToPlayerOnGround         = new Sequence(1);
            goToPlayerOnGroundMovement = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), cutscenePlayer.Transform, 1);
            goToPlayerOnGroundMovement.Timer.Interval = 1.0f;
            goToPlayerOnGroundMovement.Interpolator   = new PSmoothstepInterpolation();
            goToPlayerOnGround.AddAction(new DelayAction(Program.TheGame, 0.5f));
            goToPlayerOnGround.AddAction(goToPlayerOnGroundMovement);

            intro = new Sequence(1);
            MoveToStaticAction moveToMenu = new MoveToStaticAction(Program.TheGame, Game1.GameCamera.Transform, new Vector2(CameraMenuX, CameraMenuY), 1);

            moveToMenu.Timer.Interval = MoveInTime + 1.0f;

            intro.AddAction(moveToMenu);
            intro.AddAction(new MethodAction(delegate() { crowd.PushNewGuy(); }));
            intro.AddAction(new DelayAction(Program.TheGame, 1.5f));
            intro.AddAction(new MethodAction(delegate() { StartMainMenu(); }));

            goToCliff = new Sequence(1);
            goToCliff.AddAction(moveToTotem);
            goToCliff.AddAction(new MethodAction(delegate() { cutscenePlayer.GiveSouls(Game1.TotalScore); monster.OpenMouth(); }));

            auraTexture = TextureLibrary.GetSpriteSheet("soul_temp");
            soulTexture = TextureLibrary.GetSpriteSheet("soul");
            //moveToAscendingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), cutscenePlayer.Transform, 1);
        }
        public CutscenePlayer()
            : base()
        {
            m_ascendSound = SoundEffectLibrary.Get("ascend").CreateInstance();
            m_cloud       = new Prop("cloud");
            m_sword       = new Prop("sword");

            m_shlingSprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("shling"), new Transform(m_transform, true));

            m_sprite                 = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("player_cutscene", 1, 4), new Transform(m_transform, true));
            m_sprite.Origin          = new Vector2(0.5f, 0.5f);
            m_sprite.PixelCorrection = false;

            m_moveToCrowd = new MoveToTransform(Program.TheGame, m_transform, null, null, 1);
            m_moveToCrowd.Timer.Interval = 0.1f;
            MoveToStaticAction carryMovement = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(0, CarryHeight - 5), 1);

            carryMovement.Interpolator   = new PBounceInterpolation(1.0f);
            carryMovement.StartPosition  = new Vector2(0, CarryHeight);
            carryMovement.Timer.Interval = 0.2f;
            MethodAction action = new MethodAction(delegate() { carryMovement.StartPosition = new Vector2(0, CarryHeight); });

            Sequence bounceAnimation = new Sequence(-1);

            bounceAnimation.AddAction(carryMovement);
            bounceAnimation.AddAction(action);

            m_carryAnimation = new Sequence(1);
            m_carryAnimation.AddAction(m_moveToCrowd);
            m_carryAnimation.AddAction(bounceAnimation);


            //Sword movement
            Transform start = new Transform(m_transform, true);
            Transform end   = new Transform(m_transform, true);

            m_swordMovement = new MoveToTransform(Program.TheGame, m_sword.Transform, start, end, 1);
            end.PosX        = SwordOffsetToPlayerX;
            end.PosY        = SwordOffsetToPlayerY;
            m_swordDelay    = new DelayAction(Program.TheGame, AscendDuration * SwordStartTimeRatio);

            //Cloud movement
            m_cloudMovement = new MoveToStaticAction(Program.TheGame, m_cloud.Transform, new Vector2(CloudOffsetToPlayerX, CloudOffsetToPlayerY), 1);
            m_cloudMovement.StartPosition = new Vector2(CloudStartX, 0);
            m_cloudMovement.Interpolator  = new PSquareInterpolation(0.25f);

            //Delay of the ascend, then sword/cloud movement
            Sequence swordAndCloudMovement = new Sequence(1);

            swordAndCloudMovement.AddAction(m_swordDelay);
            swordAndCloudMovement.AddAction(new Concurrent(new PastaGameLibrary.Action[] { m_swordMovement, m_cloudMovement }));

            m_ascendMovement = new MoveToTransform(Program.TheGame, m_transform, new Transform(), new Transform(), 1);
            m_ascendMovement.Interpolator = new PSquareInterpolation(0.5f);

            MethodAction showPlayer = new MethodAction(delegate()
            {
                m_sprite.Transform.PosY -= 1;
                Game1.player.ShowPlayer();
                isVisible         = false;
                m_cloud.IsVisible = false;
                m_sword.IsVisible = false;
            });

            //Shling!
            ScaleToAction shlingScale = new ScaleToAction(Program.TheGame, m_shlingSprite.Transform, new Vector2(ShlingScale, ShlingScale), 1);

            shlingScale.Timer.Interval = ShlingTime;
            shlingScale.StartScale     = Vector2.Zero;
            shlingScale.Interpolator   = new PSquareInterpolation(2);

            RotateToStaticAction shlingRotate = new RotateToStaticAction(Program.TheGame, m_shlingSprite.Transform, ShlingSpin, 1);

            shlingRotate.Timer.Interval = ShlingTime;
            m_shling = new Concurrent(new PastaGameLibrary.Action[] { shlingScale, shlingRotate });

            Sequence readyAnim = new Sequence(1);

            readyAnim.AddAction(new DelayAction(Program.TheGame, 0.5f));
            readyAnim.AddAction(new MethodAction(delegate() {
                Cutscenes.GetReady();
                SoundEffectLibrary.Get("sword_slash").Play();
            }));

            Concurrent shlingReady = new Concurrent(new PastaGameLibrary.Action[] {
                m_shling,
                readyAnim,
            });

            m_ascend = new Sequence(1);
            m_ascend.AddAction(new DelayAction(Program.TheGame, Crowd.LaunchTensionTime));
            m_ascend.AddAction(new MethodAction(delegate() { m_ascendSound.Play(); }));
            Concurrent ascendAndSword = new Concurrent(new PastaGameLibrary.Action[] { m_ascendMovement, swordAndCloudMovement });

            m_ascend.AddAction(ascendAndSword);
            m_ascend.AddAction(showPlayer);
            m_ascend.AddAction(shlingReady);

            m_physics      = new PhysicsComponent(Program.TheGame, m_transform);
            m_physics.Mass = 3.0f;

            m_jumpFromTotem           = new Sequence(1);
            m_decelerate              = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1);
            m_decelerate.Interpolator = new PSquareInterpolation(0.5f);
            m_jumpFromTotem.AddAction(m_decelerate);
            m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.2f));
            m_jumpFromTotem.AddAction(new MethodAction(delegate()
            {
                m_physics.OnBounce = null;
                m_physics.Throw(1.0f, -2.0f, 0);
                Game1.CurrentMusic.StopDynamicMusic();
                SoundEffectLibrary.Get("sword_slash").Play();
            }));
            m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.75f));
            m_jumpFromTotem.AddAction(new MethodAction(delegate()
            {
                Game1.SetupNextRound();
                if (Game1.CurrentTotem == null)
                {
                    Cutscenes.GoToCliff();
                }
                else
                {
                    Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0);
                }
            }));
            m_actionManager = new SingleActionManager();

            m_hitSpikes = new Sequence(1);

            m_moveToCrashingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), new Transform(), 1);
            m_moveToCrashingPlayer.Timer.Interval = 0.2f;

            m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 1.0f));
            m_hitSpikes.AddAction(m_moveToCrashingPlayer);
            m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_hitSpikes.AddAction(new MethodAction(delegate() {
                if (Game1.CurrentTotem == null)
                {
                    Cutscenes.GoToCliff();
                }
                else
                {
                    Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0);
                }
                m_sprite.SetFrame(0);
                m_physics.OnBounce = null;
                m_physics.Throw(0, -3, 0);
                m_transform.PosY = m_physics.GroundLevel;
            }));

            m_auraParticles = new ParticleSystem(Program.TheGame, 100);
            m_soulParticles = new ParticleSystem(Program.TheGame, 500);

            m_levitate       = new Sequence(1);
            m_moveToCliffTip = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(Cutscenes.InitialCharacterPosition + 10, -8), 1);
            m_moveToCliffTip.Interpolator   = new PSmoothstepInterpolation();
            m_moveToCliffTip.Timer.Interval = 1.0f;
            m_levitate.AddAction(m_moveToCliffTip);
            m_levitate.AddAction(new MethodAction(delegate() { m_generateSouls = true; }));

            m_particleGenerator                    = new ParticleGenerator <GlitterParticle>(Program.TheGame, m_auraParticles);
            m_particleGenerator.Automatic          = true;
            m_particleGenerator.GenerationInterval = 0.01f;
            m_soulParticleGenerator                = new ParticleGenerator <SoulParticle>(Program.TheGame, m_soulParticles);

            m_jumpInMouth = new Sequence(1);
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { m_generateSouls = false; }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { JumpInMonsterMouth(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.25f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.monster.CloseMouth(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 2.0f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.crowd.PushNewGuy(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 1.0f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.StartMainMenu(); }));
        }
Example #14
0
        public Crowd(int amountOfPopulation, float radius, Vector2 sizeRatio)
        {
            m_radius    = radius;
            m_sizeRatio = sizeRatio;

            m_playerCharacterTransform           = new Transform(m_transform, true);
            m_playerCharacterTransform.Direction = 1.56f;
            m_playerCharacterTransform.PosY      = -25;

            int   maxIndex;
            float currentRadius, currentAngle;

            //Générer le devant
            maxIndex = (int)(amountOfPopulation * FrontToBackRatio);
            for (int i = 0; i < amountOfPopulation; ++i)
            {
                currentRadius = (float)(Program.Random.NextDouble() * m_radius);
                currentAngle  = (float)(Program.Random.NextDouble() * 6.28);
                Vector2    position = new Vector2((float)Math.Cos(currentAngle) * currentRadius * m_sizeRatio.X, (float)Math.Sin(currentAngle) * currentRadius * m_sizeRatio.Y);
                Individual individu = new Individual(this, position);
                m_people.Add(individu);
                if (individu.Transform.PosY > 0)
                {
                    m_frontPeople.Add(individu);
                }
                else
                {
                    m_backPeople.Add(individu);
                }
            }

            m_frontPeople = m_frontPeople.OrderBy(o => o.Transform.PosY).ToList();

            ///
            /// MoveTo animation
            ///
            m_moveToMovement = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1);
            MethodAction stopWalk = new MethodAction(delegate() { for (int i = 0; i < m_people.Count; ++i)
                                                                  {
                                                                      m_people[i].StopWalk();
                                                                  }
                                                     });

            m_moveTo = new Sequence(1);
            m_moveTo.AddAction(m_moveToMovement);
            m_moveTo.AddAction(stopWalk);

            ///
            /// Pickup player animation
            ///
            m_pickupPlayer = new Sequence(1);
            m_pickupPlayer.AddAction(m_moveToMovement);
            //m_pickupPlayer.AddAction(new DelayAction(Program.TheGame, 0.1f));
            m_pickupPlayer.AddAction(new MethodAction(delegate() { Cutscenes.cutscenePlayer.JumpOnCrowd(); }));
            m_animationManager = new SingleActionManager();

            ///
            /// Pickup player animation
            ///
            m_pushNewGuy = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1);
            m_pushNewGuy.Interpolator   = new PBounceInterpolation(0.5f);
            m_pushNewGuy.Timer.Interval = 0.2f;
        }