// 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. }
OTAnimatingSprite sprite; // this asteroid's sprite class #endregion Fields #region Methods // Use this for initialization void Start() { // get sprite class of this asteroid sprite = GetComponent<OTAnimatingSprite>(); sheet1 = OT.ContainerByName("asteroid sheet 1") as OTSpriteSheet; }
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'. }
// Use this for initialization void Start() { // get sprite class of this asteroid sprite = GetComponent <OTAnimatingSprite>(); sheet1 = OT.ContainerByName("asteroid sheet 1") as OTSpriteSheet; }