Example #1
0
        public MainMenu() : base(1920, 1080)
        {
            AddGraphic(background);
            background.Scroll = 0;
            AddGraphic(corners);

            credits.X = 250;
            credits.Y = 960;
            credits.CenterOrigin();
            AddGraphic(credits);

            lights.Clear();

            background.Shader = new Shader(ShaderType.Fragment, "assets/shaders/water_wave.frag");

            ambientLighting = new Surface(1920, 1080);
            lightSurface    = new Surface(1920, 1080);

            Add(new Logo(421, 542, "assets/gfx/logo.png"));

            // Play/How To/Quit buttons
            playButton  = Add(new Logo(1486, 440, "assets/gfx/play.png", 14.0f));
            howToButton = Add(new Logo(1544, 540, "assets/gfx/howto.png", 14.0f));
            quitButton  = Add(new Logo(1480, 640, "assets/gfx/quit.png", 14.0f));

            menuLight        = new Light(0, 0.1f);
            menuLight.entity = playButton;
            menuLight.SetAlpha(1.0f, 0.7f);
            menuLight.SetAlphaSpan(1.1f);
            menuLight.SetOffset(175, 100);
            lights.Add(menuLight);
        }
Example #2
0
        public MainMenu()
            : base(1920, 1080)
        {
            AddGraphic(background);
            background.Scroll = 0;
            AddGraphic(corners);

            credits.X = 250;
            credits.Y = 960;
            credits.CenterOrigin();
            AddGraphic(credits);

            lights.Clear();

            background.Shader = new Shader(ShaderType.Fragment, "assets/shaders/water_wave.frag");

            ambientLighting = new Surface(1920, 1080);
            lightSurface = new Surface(1920, 1080);

            Add(new Logo(421, 542, "assets/gfx/logo.png"));

            // Play/How To/Quit buttons
            playButton = Add(new Logo(1486, 440, "assets/gfx/play.png", 14.0f));
            howToButton = Add(new Logo(1544, 540, "assets/gfx/howto.png", 14.0f));
            quitButton = Add(new Logo(1480, 640, "assets/gfx/quit.png", 14.0f));

            menuLight = new Light(0, 0.1f);
            menuLight.entity = playButton;
            menuLight.SetAlpha(1.0f, 0.7f);
            menuLight.SetAlphaSpan(1.1f);
            menuLight.SetOffset(175, 100);
            lights.Add(menuLight);
        }
Example #3
0
        private IEnumerator EnjoyLife()
        {
            sprite.Alpha -= 0.2f;
            yield return(Coroutine.Instance.WaitForFrames(4));

            light = new Light(0, 0.7f);
            light.SetAlpha(1.0f);
            light.SetColor(Color.Black);
            light.SetRadius(650);
            light.entity = this;
            Level.darkness.Add(light);

            float length = 10.0f;

            for (float timer = 0; timer < length; timer += Game.RealDeltaTime * 0.001f)
            {
                // TODO: Put out little "explosions"
                sprite.Alpha -= 0.01f;
                yield return(0);
            }

            light.FadeOut(10.0f);
            yield return(Coroutine.Instance.WaitForSeconds(10.0f));

            RemoveSelf();
        }
Example #4
0
        IEnumerator SwimAttack()
        {
            curState = State.Swim;

            // Turn on lights
            softlight1.SetAlpha(0.6f);
            softlight1.FadeIn(4f);

            softlight2.SetAlpha(0.6f);
            softlight2.FadeIn(4f);

            float timeElapsed = 0.0f;

            while (timeElapsed < 5f)
            {
                if (Math.Abs(Y - 540) > 3)
                {
                    Float();
                }
                timeElapsed += Game.Instance.RealDeltaTime * 0.001f;
                yield return(0);
            }

            acceleration = new Vector2(0.5f, 0);
            X           += 0.5f;

            while (X > 960)
            {
                yield return(0);
            }

            while (X < 52)
            {
                yield return(0);
            }

            acceleration = new Vector2(-0.5f, 0);

            while (velocity.X > 0)
            {
                yield return(0);
            }

            acceleration = Vector2.Zero;

            softlight1.FadeOut(5f);
            softlight2.FadeOut(5f);

            var num = Rand.Int(2, 3);

            for (int i = 0; i < num; ++i)
            {
                EnemySpawner.Instance.SpawnRandomEnemy();
            }

            yield return(Coroutine.Instance.WaitForFrames(1));

            curState = State.Idle;
        }
Example #5
0
		public LightningArea(float x, float y, Vector2 direction) : base(x, y, direction, 0.1f, 110, 1.7f, 1, (int)Tags.PROJECTILE, (int)Tags.PLAYERATTACK) {
			light = new Light();
			light.SetAlpha(0.5f, 0.7f);
			light.SetAlphaSpan(0.3f);
			light.SetColor(new Color("FFD700"));
			light.SetColorSpan(5.0f);
			light.SetRadius(300, 355);
			light.SetRadiusSpan(0.07f);
			light.entity = this;
			Level.lights.Add(light);
		}
Example #6
0
 public LightningArea(float x, float y, Vector2 direction)
     : base(x, y, direction, 0.1f, 110, 1.7f, 1, (int)Tags.PROJECTILE, (int)Tags.PLAYERATTACK)
 {
     light = new Light();
     light.SetAlpha(0.5f, 0.7f);
     light.SetAlphaSpan(0.3f);
     light.SetColor(new Color("FFD700"));
     light.SetColorSpan(5.0f);
     light.SetRadius(300, 355);
     light.SetRadiusSpan(0.07f);
     light.entity = this;
     Level.lights.Add(light);
 }
Example #7
0
        public override void Added()
        {
            base.Added();

            // Create the squid's glow light
            light = new Light(0, 5.0f);
            light.SetAlpha(0.7f);
            light.SetColor(new Color("EF473E"));
            light.SetRadius(sprite.Height + 30);
            light.entity = this;
            Level.lights.Add(light);

            // TODO: Contact damage
        }
Example #8
0
        public LightningBall(float x, float y, Vector2 direction) : base(x, y, direction, 16.0f, 26, 1.2f, 5, (int)Tags.PROJECTILE, (int)Tags.PLAYERATTACK)
        {
            sprite.CenterOrigin();
            Graphic      = sprite;
            sprite.Scale = 0.3f;

            light = new Light();
            light.SetAlpha(0.5f, 0.7f);
            light.SetAlphaSpan(0.5f);
            light.SetColor(new Color("FFD700"));
            light.SetColorSpan(5.0f);
            light.SetRadius(sprite.Width + 70, sprite.Width + 100);
            light.SetRadiusSpan(0.1f);
            light.entity = this;
            Level.lights.Add(light);
        }
Example #9
0
        public Player(float x, float y, Session session)
            : base(x, y)
        {
            // Assign session
            this.session = session;

            // Init bounce sounds
            bounce[0] = new Sound("assets/sfx/bounce1.wav");
            bounce[1] = new Sound("assets/sfx/bounce2.wav");
            bounce[2] = new Sound("assets/sfx/bounce3.wav");
            for (int i = 0; i < 3; ++i) {
                bounce[i].Volume = 0.98f;
            }

            // Set up animations
            sprite.Add(AnimType.Go, new Anim(new int[] { 0, 1, 2, 3, 4, }, new float[] { 5.0f }));
            sprite.Add(AnimType.Attack, new Anim(new int[] { 7, 8, 9, 10, 11, 12, 13 }, new float[] { 4.0f }));
            sprite.Play(AnimType.Go);

            // Set up hitboxes
            SetHitbox(sprite.Width - 24, sprite.Height - 24, (int)Tags.PLAYER);
            Hitbox.CenterOrigin();

            // Sprite stuff
            sprite.CenterOrigin();
            Graphic = sprite;

            Layer = -1;

            // Initilize light
            light = new Light();
            light.SetAlpha(0.7f);
            light.SetColor(new Color("879DFF"), new Color("62D8E0"));
            light.SetColorSpan(5.0f);
            light.SetRadius(sprite.Width + 30, sprite.Width + 60);
            light.SetRadiusSpan(5.0f);
            light.entity = this;
            Level.lights.Add(light);

            // TODO: Make ink slow you down
        }
Example #10
0
        public Player(float x, float y, Session session) : base(x, y)
        {
            // Assign session
            this.session = session;

            // Init bounce sounds
            bounce[0] = new Sound("assets/sfx/bounce1.wav");
            bounce[1] = new Sound("assets/sfx/bounce2.wav");
            bounce[2] = new Sound("assets/sfx/bounce3.wav");
            for (int i = 0; i < 3; ++i)
            {
                bounce[i].Volume = 0.98f;
            }

            // Set up animations
            sprite.Add(AnimType.Go, new Anim(new int[] { 0, 1, 2, 3, 4, }, new float[] { 5.0f }));
            sprite.Add(AnimType.Attack, new Anim(new int[] { 7, 8, 9, 10, 11, 12, 13 }, new float[] { 4.0f }));
            sprite.Play(AnimType.Go);

            // Set up hitboxes
            SetHitbox(sprite.Width - 24, sprite.Height - 24, (int)Tags.PLAYER);
            Hitbox.CenterOrigin();

            // Sprite stuff
            sprite.CenterOrigin();
            Graphic = sprite;

            Layer = -1;

            // Initilize light
            light = new Light();
            light.SetAlpha(0.7f);
            light.SetColor(new Color("879DFF"), new Color("62D8E0"));
            light.SetColorSpan(5.0f);
            light.SetRadius(sprite.Width + 30, sprite.Width + 60);
            light.SetRadiusSpan(5.0f);
            light.entity = this;
            Level.lights.Add(light);

            // TODO: Make ink slow you down
        }
Example #11
0
        private IEnumerator EnjoyLife()
        {
            sprite.Alpha -= 0.2f;
            yield return Coroutine.Instance.WaitForFrames(4);

            light = new Light(0, 0.7f);
            light.SetAlpha(1.0f);
            light.SetColor(Color.Black);
            light.SetRadius(650);
            light.entity = this;
            Level.darkness.Add(light);

            float length = 10.0f;
            for (float timer = 0; timer < length; timer += Game.RealDeltaTime * 0.001f) {
                // TODO: Put out little "explosions"
                sprite.Alpha -= 0.01f;
                yield return 0;
            }

            light.FadeOut(10.0f);
            yield return Coroutine.Instance.WaitForSeconds(10.0f);

            RemoveSelf();
        }
Example #12
0
        public FlyingGurnard(Entity target) : base(960, 540, 20, 10.0f)
        {
            // Initialize sprite
            sprite.CenterOrigin();
            Graphic = sprite;

            // Set the target
            this.target = target;

            // Set up hitbox (actually realized with the repel collider this hitbox is useless)
            SetHitbox(200, 200, -1);
            Hitbox.CenterOrigin();
            Hitbox.OriginX += hitboxOffset.X;
            Hitbox.OriginY += hitboxOffset.Y;

            // Make it so the player can't touch the enemy
            repelCollider.CenterOrigin();
            AddCollider(repelCollider);

            // Set up soft spots
            softSpot1.CenterOrigin();
            softSpot1.OriginX += softSpot1Offset.X;
            softSpot1.OriginY += softSpot1Offset.Y;

            softSpot2.CenterOrigin();
            softSpot2.OriginX += softSpot2Offset.X;
            softSpot2.OriginY += softSpot2Offset.Y;

            AddColliders(softSpot1, softSpot2);

            softlight1 = new Light();
            softlight1.SetAlpha(0.0f);
            softlight1.SetColor(new Color("C42679"));
            softlight1.SetRadius(300.0f);
            softlight1.SetOffset(softSpot1Offset);
            softlight1.entity = this;
            Level.lights.Add(softlight1);

            softlight2 = new Light();
            softlight2.SetAlpha(0.0f);
            softlight2.SetColor(new Color("C42679"));
            softlight2.SetRadius(300.0f);
            softlight2.SetOffset(softSpot2Offset);
            softlight2.entity = this;
            Level.lights.Add(softlight2);

            // Lights
            eye1 = new Light(0, 4.0f);
            eye1.SetAlpha(0.6f);
            eye1.SetRadius(100.0f);
            eye1offset = new Vector2(-170, 50);
            eye1.SetOffset(eye1offset);
            eye1.entity = this;
            Level.lights.Add(eye1);

            eye2 = new Light(0, 4.0f);
            eye2.SetAlpha(0.6f);
            eye2.SetRadius(100.0f);
            eye2offset = new Vector2(-170, -15);
            eye2.SetOffset(eye2offset);
            eye2.entity = this;
            Level.lights.Add(eye2);

            // Reset direction to right
            direction = new Vector2(0, 1);

            // Set max speed
            maxspeed = 30.0f;
        }