public ImpactEffect(Transform transform, SpriteSheet effectSheet, float effectLength)
 {
     m_impactSprite = new Sprite(Globals.TheGame, effectSheet, transform);
     m_impactSprite.Origin = new Microsoft.Xna.Framework.Vector2(0.1f, 0.9f);
     m_impactSprite.Alpha = 0.3f;
     m_spriteAnimation = new SpriteSheetAnimation(m_impactSprite, 0, effectSheet.AmountOfFrames - 1, effectLength, 1);
     m_spriteAnimation.Start();
 }
Example #2
0
 public Title()
     : base()
 {
     m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("titre_anime", 4, 1), m_transform);
     m_animation = new SpriteSheetAnimation(m_sprite, 0, 3, 1.0f, -1);
     m_animation.Start();
     m_physics = new PhysicsComponent(Program.TheGame, m_transform);
     m_physics.GroundLevel = (int)TitleY;
     m_physics.Mass = 4;
     m_moveTo = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(TitleX, -100), 1);
     m_moveTo.Interpolator = new PSmoothstepInterpolation();
     m_moveTo.Timer.Interval = 0.4f;
     m_transform.Position = new Vector2(TitleX, -100);
 }
        public Coin(COIN_TYPE type)
            : base()
        {
            _type = type;
            m_sprite = new Sprite(Globals.TheGame, CoinTextures[(int)type], Transform);
            m_sprite.Origin = new Vector2(0.5f, 1.0f);
            m_physics = new PhysicsComponent(Globals.TheGame, Transform);
            m_animation = new SpriteSheetAnimation(m_sprite, 0, 5, 0.1f, -1);
            m_animation.Start();
            m_physics.Throw((float)Globals.Random.NextDouble() * 25, Globals.Random.Next(-30, -10), 0);
            m_physics.Mass = 1.3f;
            m_physics.Restitution = 0.75f;
            //m_physics.GroundLevel = Globals.Random.Next(-8, 3);
            m_physics.GroundLevel = 0;
            m_circleCollider = new CircleCollider(this);

            World.UL_Global.Add(this, 0);
            World.DL_ItemDrops.Add(this, 1);

            //ADDTHISLATER
            //Backpacker.HitPlayerColliders.Add(m_circleCollider, PickUp);
        }