Example #1
0
    // Create all objects for the 'walking man' stage
    void WalkingBlueManStage()
    {
        // To create the background lets create a filled sprite object
        back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent <OTFilledSprite>();
        // Set the image to our wyrmtale tile
        back.image = whiteTile;
        // But this all the way back so all other objects will be located in front.
        back.depth = 1000;
        // Set material reference to 'custom' green material - check OT material references
        back.materialReference = "green";
        // Set the size to match the screen resolution.
        back.size = new Vector2(Screen.width, Screen.height);
        // Set the fill image size to 50 x 50 pixels
        back.fillSize = new Vector2(50, 50);

        // To create the walking man animation we first will have to create a sprite sheet
        OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent <OTSpriteSheet>();

        // Link our walking man frames
        sheet.texture = walkingManAnimation;
        // specify the number or column and rows (frames) of this container
        sheet.framesXY = new Vector2(15, 8);

        // The next step is to create our animation object that will hold all
        // animation framesets (8 directions of walking) for our walking man
        OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent <OTAnimation>();

        // Initialize our animation framesets so it can hold 8 framesets
        animation.framesets = new OTAnimationFrameset[8];
        // Add the 8 direction framesets
        animation.framesets[0] = WalkingFrameset("down", 1, sheet);
        animation.framesets[1] = WalkingFrameset("downLeft", 2, sheet);
        animation.framesets[2] = WalkingFrameset("left", 3, sheet);
        animation.framesets[3] = WalkingFrameset("upLeft", 4, sheet);
        animation.framesets[4] = WalkingFrameset("up", 5, sheet);
        animation.framesets[5] = WalkingFrameset("upRight", 6, sheet);
        animation.framesets[6] = WalkingFrameset("right", 7, sheet);
        animation.framesets[7] = WalkingFrameset("downRight", 8, sheet);
        // Give our animation a name
        animation.name = "walking-animation";

        // To put our walking man on screen we create an animting sprite object
        man = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent <OTAnimatingSprite>();
        // Set the size of our walking man
        man.size = new Vector2(40, 65);
        // Link our animation
        man.animation = animation;
        // Lets play a single frameset .. we start with 'down'
        man.animationFrameset = "down";
        // Auto-start to play this animation frameset
        man.playOnStart = true;
        // Give our sprite a name
        man.name = "man";

        // INFO : In this class Update() method, we will check the location of
        // the mouse pointer and play the corresponding direction animation
        // as we will set the right scroll speed for our background.
    }
Example #2
0
    float starTime = 0; // star creation wait time

    #endregion Fields

    #region Methods

    // Create all objects fo    r the star stage by code
    void AnimatingGreenStarStage()
    {
        // To create a scrolling background, first create a filled sprite object
        back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent<OTFilledSprite>();
        // Set the image to the tile texture
        back.image = whiteTile;
        // Set material reference to 'custom' blue material
        back.materialReference = "blue";
        // Set size to match the screen resolution so it will fill the entire screen
        back.size = new Vector2(Screen.width,Screen.height);
        // Set the display depth all the way back so everything else will come on top
        back.depth = 1000;
        // Set fill image size to 50 x 50 pixels
        back.fillSize = new Vector2(50, 50);
        // Set scroll speed so we will scroll horizontally 20 px / second
        back.scrollSpeed = new Vector2(20, 0);

        // To create the animating star we first have to create the sprite sheet object that will
        // hold our texture/animation frames
        OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent<OTSpriteSheet>();
        // Assign texture
        sheet.texture = greenStarsAnimation;
        // Specify how many columns and rows we have (frames)
        sheet.framesXY = new Vector2(25, 3);
        // Because we have some overhead space to the right and bottom of our texture we have to
        // specify the original texture size and the original frame size so that the right texture
        // scale and offsetting can be calculated.
        sheet.sheetSize = new Vector2(2048, 256);
        sheet.frameSize = new Vector2(80, 80);

        // Next thing is to create the animation that our animating sprite will use
        OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent<OTAnimation>();
        // This animation will use only one frameset with all animating star frames.
        OTAnimationFrameset frameset = new OTAnimationFrameset();
        // Link up the sprite sheet to this animation's frameset
        frameset.container = sheet;
        // Frameset animation will start at frame index 0
        frameset.startFrame = 0;
        // Frameset animation will end at frame index 69
        frameset.endFrame = 69;
        // Assign this frameset to the animation.
        // HINT : by asigning more than one frameset it is possible to create an animation that will span
        // across mutiple framesets
        // HINT : Because it is possible (and very easy) to play a specific frameset of an animation
        // One could pack a lot of animations into one animation object.
        animation.framesets = new OTAnimationFrameset[] { frameset };
        // Set the duration of this animation
        // HINT : By using the OTAnimationSprite.speed setting one can speed up or slow down a
        // running animation without changing the OTAnimation.fps or .duration setting.
        animation.duration = .95f;
        // Lets give our animation a name
        animation.name = "star-animation";

        // To finally get the animatiing star on screen we will create our animation sprite object
        star = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent<OTAnimatingSprite>();
        // Link up the animation
        star.animation = animation;
        // Lets start at a random frame
        star.startAtRandomFrame = true;
        // Lets auto-start this animation
        star.playOnStart = true;

        // INFO : This animation 'star' will be center (0,0) positioned and act as a prototype
        // to create more moveing and animating (additive) 'stars'.
    }
Example #3
0
    // Create all objects for the 'walking man' stage
    void WalkingBlueManStage()
    {
        // To create the background lets create a filled sprite object
        back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent<OTFilledSprite>();
        // Set the image to our wyrmtale tile
        back.image = whiteTile;
        // But this all the way back so all other objects will be located in front.
        back.depth = 1000;
        // Set material reference to 'custom' green material - check OT material references
        back.materialReference = "green";
        // Set the size to match the screen resolution.
        back.size = new Vector2(Screen.width, Screen.height);
        // Set the fill image size to 50 x 50 pixels
        back.fillSize = new Vector2(50, 50);

        // To create the walking man animation we first will have to create a sprite sheet
        OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent<OTSpriteSheet>();
        // Link our walking man frames
        sheet.texture = walkingManAnimation;
        // specify the number or column and rows (frames) of this container
        sheet.framesXY = new Vector2(15, 8);

        // The next step is to create our animation object that will hold all
        // animation framesets (8 directions of walking) for our walking man
        OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent<OTAnimation>();
        // Initialize our animation framesets so it can hold 8 framesets
        animation.framesets = new OTAnimationFrameset[8];
        // Add the 8 direction framesets
        animation.framesets[0] = WalkingFrameset("down",1, sheet);
        animation.framesets[1] = WalkingFrameset("downLeft", 2, sheet);
        animation.framesets[2] = WalkingFrameset("left", 3, sheet);
        animation.framesets[3] = WalkingFrameset("upLeft", 4, sheet);
        animation.framesets[4] = WalkingFrameset("up", 5, sheet);
        animation.framesets[5] = WalkingFrameset("upRight", 6, sheet);
        animation.framesets[6] = WalkingFrameset("right", 7, sheet);
        animation.framesets[7] = WalkingFrameset("downRight", 8, sheet);
        // Give our animation a name
        animation.name = "walking-animation";

        // To put our walking man on screen we create an animting sprite object
        man = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent<OTAnimatingSprite>();
        // Set the size of our walking man
        man.size = new Vector2(40, 65);
        // Link our animation
        man.animation = animation;
        // Lets play a single frameset .. we start with 'down'
        man.animationFrameset = "down";
        // Auto-start to play this animation frameset
        man.playOnStart = true;
        // Give our sprite a name
        man.name = "man";

        // INFO : In this class Update() method, we will check the location of
        // the mouse pointer and play the corresponding direction animation
        // as we will set the right scroll speed for our background.
    }
Example #4
0
    TextMesh stagemesh2;                // textmesh for stage 1 menu item

    // Create all objects fo    r the star stage by code
    void AnimatingGreenStarStage()
    {
        // To create a scrolling background, first create a filled sprite object
        back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent <OTFilledSprite>();
        // Set the image to the tile texture
        back.image = whiteTile;
        // Set material reference to 'custom' blue material
        back.materialReference = "blue";
        // Set size to match the screen resolution so it will fill the entire screen
        back.size = new Vector2(Screen.width, Screen.height);
        // Set the display depth all the way back so everything else will come on top
        back.depth = 1000;
        // Set fill image size to 50 x 50 pixels
        back.fillSize = new Vector2(50, 50);
        // Set scroll speed so we will scroll horizontally 20 px / second
        back.scrollSpeed = new Vector2(20, 0);

        // To create the animating star we first have to create the sprite sheet object that will
        // hold our texture/animation frames
        OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent <OTSpriteSheet>();

        //  Give our sheet a name
        sheet.name = "mySheet";
        // Assign texture
        sheet.texture = greenStarsAnimation;
        // Specify how many columns and rows we have (frames)
        sheet.framesXY = new Vector2(25, 3);
        // Because we have some overhead space to the right and bottom of our texture we have to
        // specify the original texture size and the original frame size so that the right texture
        // scale and offsetting can be calculated.
        sheet.sheetSize = new Vector2(2048, 256);
        sheet.frameSize = new Vector2(80, 80);

        // Next thing is to create the animation that our animating sprite will use
        OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent <OTAnimation>();
        // This animation will use only one frameset with all animating star frames.
        OTAnimationFrameset frameset = new OTAnimationFrameset();

        // Link up the sprite sheet to this animation's frameset
        frameset.container = sheet;
        // Frameset animation will start at frame index 0
        frameset.startFrame = 0;
        // Frameset animation will end at frame index 69
        frameset.endFrame = 69;
        // Assign this frameset to the animation.
        // HINT : by asigning more than one frameset it is possible to create an animation that will span
        // across mutiple framesets
        // HINT : Because it is possible (and very easy) to play a specific frameset of an animation
        // One could pack a lot of animations into one animation object.
        animation.framesets = new OTAnimationFrameset[] { frameset };
        // Set the duration of this animation
        // HINT : By using the OTAnimationSprite.speed setting one can speed up or slow down a
        // running animation without changing the OTAnimation.fps or .duration setting.
        animation.duration = .95f;
        // Lets give our animation a name
        animation.name = "star-animation";

        // To finally get the animatiing star on screen we will create our animation sprite object
        star = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent <OTAnimatingSprite>();
        // Link up the animation
        star.animation = animation;
        // Lets start at a random frame
        star.startAtRandomFrame = true;
        // Lets auto-start this animation
        star.playOnStart = true;
        // start invisible and make visible when containers are ready.
        star.visible         = false;
        star.name            = "star";
        star.spriteContainer = sheet;

        // INFO : This animation 'star' will be center (0,0) positioned and act as a prototype
        // to create more moveing and animating (additive) 'stars'.
    }