public static SimpleASprite Create(eAnimation animationType, out Rectangle relativeAABB) { SimpleASprite sprite; Texture2D icon; return(Create(animationType, out sprite, out sprite, out sprite, out relativeAABB, out icon)); }
public TowerStruct(int id) { ID = id; Name = "<NAME NOT SET>"; Desc = "<DESC NOT SET>"; BuildTimeInMS = 0; UpgTimeInMS = 0; BuildSize = new Point(2, 2); Cost = 0; SupplyCost = 1; Spawns = false; SpawnRange = 0; Defenders = new List <DefenderSpawnStruct>(); Upgrades = new List <TowerUpgrade>(); MaxRallyPointRange = 0; RallyPointPersuitRange = 0; Icon = null; IncomePerWave = 0; IncomePerTick = 0; IncomeTickDelayInMS = 0; AnimationType = eAnimation.None; DrawColor = Color.White; Weapons = new List <WeaponStruct>(); Categories = new List <int>(); Info = new List <StringBuilder>(); Requirements = new List <List <int> >(); }
public Environment(eAnimation animation, Vector2 location) { EntityID = Engine.RetrieveNextEntityID(); Animation = AnimationFactory.Create(animation, out m_AABB); Animation.Location = location; Animation.RandomizeStartFrame(); FeetLoc = location + new Vector2(AABB.X + AABB.Width / 2, AABB.Bottom); }
public DefenderStruct(int id) { ID = id; Name = "<NAME NOT SET>"; Desc = "<DESC NOT SET>"; HP = 0; IsMelee = true; MeleeSightRange = 48; SpawnDelay = 1500; ArmorType = eArmorType.Medium; Velocity = 1.5f; HPRegen = 0; IsGround = true; Weapons = new List <WeaponStruct>(); AnimationType = eAnimation.None; DrawColor = Color.White; }
public RunnerStruct(int id) { ID = id; Name = "<NAME NOT SET>"; HP = 0; HPRegen = 0; Velocity = 0f; IsMelee = true; IsGround = true; Bounty = 0; Recycles = false; FinishDamage = 1; Armor = eArmorType.Medium; ImmuneStun = ImmuneSlow = ImmuneRooted = ImmuneArmorReduction = false; Weapons = new List <WeaponStruct>(); AnimationType = eAnimation.None; DrawColor = Color.White; }
#pragma warning restore 1591 /// <summary> /// Converts the Animation option into a string. /// </summary> /// <param name="animation">Animation option to convert</param> /// <returns>Converted string</returns> public static string AnimationToString(eAnimation animation) { switch (animation) { case eAnimation.None: return ""; case eAnimation.Blind: return "blind"; case eAnimation.Bounce: return "bounce"; case eAnimation.Clip: return "clip"; case eAnimation.Drop: return "drop"; case eAnimation.Explode: return "explode"; case eAnimation.Fade: return "fade"; case eAnimation.Fold: return "fold"; case eAnimation.Highlight: return "highlight"; case eAnimation.Puff: return "puff"; case eAnimation.Pulsate: return "pulsate"; case eAnimation.Scale: return "scale"; case eAnimation.Shake: return "shake"; case eAnimation.Size: return "size"; case eAnimation.Slide: return "slide"; case eAnimation.Transfer: return "transfer"; } throw new ArgumentException(string.Format("Animation has an invalid value ({0}).", animation.ToString())); }
public static SimpleASprite Create(eAnimation animationType, out SimpleASprite run, out SimpleASprite attack, out SimpleASprite die, out Rectangle relativeAABB, out Texture2D icon) { run = attack = die = null; SimpleASprite result = null; icon = null; switch (animationType) { case eAnimation.Smoke1: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "smoke1_96x48_12", 96, 48, 12, 1, 32); relativeAABB = new Rectangle(0, 0, 96, 48); break; case eAnimation.Tree1: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "tree1_128px_8", 128, 128, 8, 1, int.MaxValue); relativeAABB = new Rectangle(0, 0, 128, 128); break; case eAnimation.Tree2: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "tree2_128px_8", 128, 128, 8, 1, int.MaxValue); relativeAABB = new Rectangle(0, 0, 128, 128); break; case eAnimation.Tree3: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "tree3_128px_8", 128, 128, 8, 1, int.MaxValue); relativeAABB = new Rectangle(0, 0, 128, 128); break; case eAnimation.Castle1: string tex = "castle1a_192x256"; if (Maths.Chance(50)) { tex = "castle1b_192x256"; } result = new SimpleASprite(Common.InvalidVector2, SpritePath + tex, 192, 256, 1, 1, int.MaxValue); result.ExtraDrawOffset = new Vector2(0, -96); relativeAABB = new Rectangle(0, 96, 192, 192); break; case eAnimation.WindMill1: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "windmill128px", 128, 128, 1, 1, int.MaxValue); relativeAABB = new Rectangle(0, 0, 128, 128); break; case eAnimation.WindMill2: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "windmill192px", 192, 192, 1, 1, int.MaxValue); relativeAABB = new Rectangle(0, 0, 192, 192); break; case eAnimation.PileOfGold: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "pileOfGold", 64, 64, 1, 1, int.MaxValue); relativeAABB = new Rectangle(0, 0, 64, 64); break; case eAnimation.Crocy: run = new SimpleASprite(Common.InvalidVector2, SpritePath + "CrocyRun128px_8", 128, 128, 8, 1, 128); attack = new SimpleASprite(Common.InvalidVector2, SpritePath + "CrocyAttack128px_11", 128, 128, 11, 1, 128); die = new SimpleASprite(Common.InvalidVector2, SpritePath + "CrocyDie128px_11", 128, 128, 11, 1, 128) { LoopOnce = true }; relativeAABB = new Rectangle(32, 32, 64, 64); break; case eAnimation.Soldier01: run = new SimpleASprite(Common.InvalidVector2, SpritePath + "soldier01Run128px_8", 128, 128, 8, 1, 128); attack = new SimpleASprite(Common.InvalidVector2, SpritePath + "soldier01Attack128px_13", 128, 128, 13, 1, 128); die = new SimpleASprite(Common.InvalidVector2, SpritePath + "soldier01Die128px_8", 128, 128, 8, 1, 128) { LoopOnce = true }; relativeAABB = new Rectangle(32, 32, 64, 64); icon = Common.str2Tex("Icons/soldier1"); break; case eAnimation.Test1: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "luziaWalk64xpx_8", 64, 64, 8, 1, 96); relativeAABB = new Rectangle(0, 8, 64, 48); break; case eAnimation.Tower1: result = new SimpleASprite(Common.InvalidVector2, SpritePath + "tower", 63, 128, 1, 1, int.MaxValue); result.ExtraDrawOffset = new Vector2(0, -64); relativeAABB = new Rectangle(0, 0, 64, 128); break; default: throw new CaseStatementMissingException(); } return(result); }