Example #1
0
        public override void Run(Combat.Character character)
        {
            Int32 animationnumber = EvaluationHelper.AsInt32(character, AnimationNumber, 0);
            Boolean drawunder = EvaluationHelper.AsBoolean(character, DrawUnder, false);
            Point offset = EvaluationHelper.AsPoint(character, DrawPosition, new Point(0, 0));
            Int32 randomdisplacement = EvaluationHelper.AsInt32(character, RandomDisplacement, 0);

            Combat.ExplodData data = new xnaMugen.Combat.ExplodData();
            data.Scale = Vector2.One;
            data.AnimationNumber = animationnumber;
            data.CommonAnimation = true;
            data.Location = (Vector2)offset;
            data.PositionType = PositionType.P1;
            data.RemoveTime = -2;
            data.DrawOnTop = false;
            data.OwnPalFx = true;
            data.SpritePriority = (drawunder == true) ? -9 : 9;
            data.Random = new Point(randomdisplacement / 2, randomdisplacement / 2);
            data.Transparency = new Blending();
            data.Creator = character;
            data.Offseter = character;

            Combat.Explod explod = new Combat.Explod(character.Engine, data);
            if (explod.IsValid == true) explod.Engine.Entities.Add(explod);
        }
Example #2
0
        public override void Run(Combat.Character character)
        {
            Int32   animationnumber    = EvaluationHelper.AsInt32(character, AnimationNumber, 0);
            Boolean drawunder          = EvaluationHelper.AsBoolean(character, DrawUnder, false);
            Point   offset             = EvaluationHelper.AsPoint(character, DrawPosition, new Point(0, 0));
            Int32   randomdisplacement = EvaluationHelper.AsInt32(character, RandomDisplacement, 0);

            Combat.ExplodData data = new xnaMugen.Combat.ExplodData();
            data.Scale           = Vector2.One;
            data.AnimationNumber = animationnumber;
            data.CommonAnimation = true;
            data.Location        = (Vector2)offset;
            data.PositionType    = PositionType.P1;
            data.RemoveTime      = -2;
            data.DrawOnTop       = false;
            data.OwnPalFx        = true;
            data.SpritePriority  = (drawunder == true) ? -9 : 9;
            data.Random          = new Point(randomdisplacement / 2, randomdisplacement / 2);
            data.Transparency    = new Blending();
            data.Creator         = character;
            data.Offseter        = character;

            Combat.Explod explod = new Combat.Explod(character.Engine, data);
            if (explod.IsValid == true)
            {
                explod.Engine.Entities.Add(explod);
            }
        }