public GUIPlayer( Simulator simulator, Dictionary<TurretType, bool> availableTurrets, Dictionary<string, LevelDescriptor> levelsDescriptors, Color color, string representation, InputType inputType) { Simulator = simulator; SelectedCelestialBodyAnimation = new SelectedCelestialBodyAnimation(Simulator); Cursor = new SpaceshipCursor(Simulator.Scene, Vector3.Zero, 2, VisualPriorities.Default.PlayerCursor, color, representation, true); Crosshair = new Cursor(Simulator.Scene, Vector3.Zero, 2, VisualPriorities.Default.PlayerCursor, "crosshairRailGun", false); TurretMenu = new TurretMenu(Simulator, VisualPriorities.Default.TurretMenu, color, inputType); CelestialBodyMenu = new CelestialBodyMenu(Simulator, VisualPriorities.Default.CelestialBodyMenu, color, inputType); FinalSolutionPreview = new FinalSolutionPreview(Simulator); CelestialBodyMenu.AvailableTurrets = availableTurrets; CelestialBodyMenu.Initialize(); WorldMenu = new WorldMenu(Simulator, VisualPriorities.Default.CelestialBodyMenu, levelsDescriptors, color); NewGameMenu = new NewGameMenu(Simulator, VisualPriorities.Default.CelestialBodyMenu, color); PowerUpInputMode = false; PowerUpFinalSolution = false; }
public ProtagonistsAnimation(Simulator simulator, Mothership mothership) { Simulator = simulator; Mothership = mothership; Protagonist = new SpaceshipCursor(simulator.Scene, new Vector3(-200, -600, 0), 5, VisualPriorities.Cutscenes.IntroProtagonist, new Color(95, 71, 255), "Cursor1", true); Wife = new SpaceshipCursor(Simulator.Scene, new Vector3(-200, -600, 0), 5, VisualPriorities.Cutscenes.IntroWife, new Color(255, 0, 136), "Cursor2", true); Protagonist.FadeIn(); Wife.FadeIn(); ProtagonistText = new ManualTextBubble(Simulator.Scene, new Text("I must warn the\n\nother colonies!", @"Pixelite") { SizeX = 2 }, Protagonist.Position, VisualPriorities.Cutscenes.IntroProtagonist - 0.00001) { Alpha = 0 }; State = ProtagonistState.None; TimeBeforeArrival = IntroCutscene.Timing["ProtagonistIn"]; TimeBeforeAbduction = TimeBeforeArrival + 20000; TimeBeforeGoGetHelp = TimeBeforeAbduction + 4000; TimeBeforeFireAgainAtMothership = TimeBeforeGoGetHelp + 2000; TimeBeforeGoInCenter = TimeBeforeFireAgainAtMothership + 18000; TimeBeforeWarnColonies = TimeBeforeGoInCenter + 20000; TimeBeforeTeleport = TimeBeforeWarnColonies + 10000; PathArrivalProtagonist = GetPathArrivalProtagonist(); PathArrivalWife = GetPathArrivalWife(); TimeOnPathProtaAndWife = 0; }
public GUIPausePlayer(Simulator simulator, SimPlayer innerPlayer) { Simulator = simulator; InnerPlayer = innerPlayer; Cursor = new SpaceshipCursor(Simulator.Scene, Vector3.Zero, 2, VisualPriorities.Default.PlayerPanelCursor, InnerPlayer.Color, InnerPlayer.ImageName, false); }