public override void InitState(ContentManager CM) { MediaPlayer.Stop(); Icon = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ICON_COIN)); Icon.Position = new Vector2(145, 10); base.InitState(CM); }
override public void destroy() { base.destroy(); mText.destroy(); mText = null; optionsBttn.destroy(); optionsBttn = null; mBoard.destroy(); mBoard = null; monster.destroy(); monster = null; building.destroy(); building = null; screenDim.destroy(); screenDim = null; skills.destroy(); skills = null; backMenuBttn.destroy(); backMenuBttn = null; tryAgainBttn.destroy(); tryAgainBttn = null; btnNextScreen.destroy(); btnNextScreen = null; }
public CPlayer() { setFrames(Resources.LoadAll <Sprite>("Sprites/player")); setName("andy"); setSortingLayerName("Player"); //Mantengo el size original dado que el mapa se mantuvo del mismo size setScale(SCALE); setRegistration(CSprite.REG_TOP_LEFT); setWidth(WIDTH); setHeight(HEIGHT); setState(STATE_STAND); //definimos el bounding box del player, es decir la distancia entre el borde del sprite y el actual dibujo de andy. setXOffsetBoundingBox(X_OFFSET_BOUNDING_BOX); setYOffsetBoundingBox(Y_OFFSET_BOUNDING_BOX); maxEnergy = 150; currentEnergy = maxEnergy; mRect2 = new CSprite(); mRect2.setImage(Resources.Load <Sprite>("Sprites/ui/pixel")); mRect2.setSortingLayerName("Player"); mRect2.setSortingOrder(20); mRect2.setColor(Color.red); mRect2.setAlpha(0.5f); mRect2.setName("player_debug_rect2"); mHitBoxManager = new hitBoxManager(); }
public BigMountain(Vector2 _Position) : base(_Position) { IDObject = IDObject.MISC_BIG_MOUNTAIN; Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_BIG_MOUNTAIN)); Sprite.Depth = GlobalValue.GRASS_SPRITE_DEPTH; }
public MediumGrass(Vector2 _Position) : base(_Position) { IDObject = IDObject.MISC_MEDIUM_GRASS; Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_MEDIUM_GRASS)); Sprite.Depth = GlobalValue.GRASS_SPRITE_DEPTH; }
public Bullet(Vector2 _Position, IDDir _Dir) : base(_Position) { m_IDObject = IDObject.BULLET; m_Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.BULLET)); Direction = _Dir; Sprite.Depth = GlobalValue.MARIO_SPRITE_DEPTH; }
public ItemGrowUp(Vector2 _Position) : base(_Position) { m_IDObject = IDObject.ITEM_GROW_UP; m_Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ITEM_SUPER_MUSHROOM)); m_Status = IDStatus.UNACTIVATE; oldPosition = _Position; }
public token() { imgIcon = new CSprite(); matched = false; cascadeAmount = 0; current_state = STATE_NORMAL; Type = -1; }
override public void destroy() { base.destroy(); mRect.destroy(); mRect = null; mRect2.destroy(); mRect2 = null; }
public GatePipe(Vector2 _Position) : base(_Position) { IDObject = IDObject.MISC_GATE_PIPE; Status = IDStatus.GATE_PIPE_DOWN; Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_GATE_PIPE)); Sprite.Depth = GlobalValue.MISC_SPRITE_DEPTH; Portal = _Position; }
private void DrawSprite(float t, float dt, CSprite sprite) { if (sprite.texture == null) { return; } mSpriteBatch.Draw(sprite.texture, sprite.position, sprite.color); }
public BossBullet(Vector2 _Position, IDDir _Direction) : base(_Position) { Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ENEMY_BOSS_BULLET)); Sprite.Depth = GlobalValue.ENEMY_SPRITE_DEPTH; Direction = _Direction; IDObject = IDObject.ENEMY_BOSS_BULLET; }
public CSurvivalState(CInfo stageInfo) { CGame.inst().setImage("Sprites/level_Background00"); CurrentStageData.clearData(); SoundList.instance.playLevelMusic(); tryAgainInfo = stageInfo; switch (stageInfo.Kaiju) { case 1: monster = new Dinosaur(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage); break; case 2: monster = new Kong(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage); break; case 3: monster = new Kraken(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage); break; } current_state = STATE_PLAYING; CurrentStageData.difficulty = 0; mBoard = new Board(1); building = new Enemy(0); timeLeft = new CText("Time: ", CText.alignment.TOP_CENTER); timeLeft.setX(0); timeLeft.setY(0); timeLeft.setColor(Color.black); scoreText = new CText("SCORE :", CText.alignment.TOP_CENTER); scoreText.setX(400); scoreText.setY(0); scoreText.setColor(Color.black); btnNextScreen = new CSprite(); btnNextScreen.setSortingLayer("TextUI"); mBoard.targetScore = stageInfo.TargetScore; // MOVE TO CLASS float scoreCoefficient = (float)70 / (float)mBoard.targetScore; skills = new SkillBar(stageInfo.Kaiju); mTimer = new Timer(); CurrentStageData.assignData(monster, mBoard, scoreCoefficient, skills); CurrentStageData.assignTimer(mTimer); screenDim = new CSprite(); screenDim.setSortingLayer("ScreenShade"); screenDim.setName("Sombra"); backMenuBttn = new CSprite(); backMenuBttn.setSortingLayer("TextUI"); tryAgainBttn = new CSprite(); tryAgainBttn.setSortingLayer("TextUI"); optionsBttn = new CSprite(); optionsBttn.setImage(Resources.Load <Sprite>("Sprites/Buttons/Pause_Button")); optionsBttn.setXY(680, 40); optionsBttn.setSortingLayer("TextUI"); }
public Item1UpMushroom(Vector2 _Position) : base(_Position) { m_IDObject = IDObject.ITEM_SUPER_MUSHROOM; m_Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ITEM_1UP_MUSHROOM)); m_Status = IDStatus.UNACTIVATE; m_Sprite.Depth = GlobalValue.ITEM_SPRITE_DEPTH; oldPosition = _Position; }
public Goomba(Vector2 _Position, IDDir _Dir) : base(_Position) { m_IDObject = IDObject.ENEMY_GOOMBA_OW; m_Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ENEMY_GOOMBA_OW)); Direction = _Dir; m_Status = IDStatus.ALIVE; Sprite.Depth = GlobalValue.ENEMY_SPRITE_DEPTH; }
//* -----------------------------------------------------------------------* /// <summary>1フレーム分の現在のシーンの描画処理をします。</summary> /// <remarks> /// 複数シーンを積んである場合は、一番若いシーンのみが実行されます。 /// (ハノイの塔で一番上のブロックが実行されるイメージ) /// </remarks> /// /// <param name="gameTime">前フレームからの経過時間</param> /// <param name="sprite">スプライト描画管理クラス</param> public void draw(GameTime gameTime, CSprite sprite) { IScene scene = nowScene; if (nowScene != null) { nowScene.draw(gameTime, sprite); } }
public GoalPole(Vector2 _Position) : base(_Position) { IDObject = IDObject.MISC_GOAL_POLE; Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_GOAL_POLE)); Sprite.Depth = GlobalValue.MISC_SPRITE_DEPTH; m_Flag = new Flag(new Vector2(Position.X - 13, Position.Y + 8)); Status = IDStatus.UNACTIVATE; }
public ItemSuperMushroom(Vector2 _Position) : base(_Position) { m_IDObject = IDObject.ITEM_SUPER_MUSHROOM; m_Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ITEM_SUPER_MUSHROOM)); m_Status = IDStatus.UNACTIVATE; m_Sprite.Depth = 0.1f; oldPosition = _Position; }
public BaseBrick(Vector2 _Position) : base(_Position) { //gọi copy constructor của sprite Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_BASE_BRICK)); //gán ID của object IDObject = IDObject.MISC_BASE_BRICK; //gán độ sâu của sprite Sprite.Depth = GlobalValue.MISC_SPRITE_DEPTH; }
override public void destroy() { base.destroy(); mBackground.destroy(); mBackground = null; mButtonPlay.destroy(); mButtonPlay = null; }
public Koopa(Vector2 _Position) : base(_Position) { m_IDObject = IDObject.ENEMY_KOOPA_OW; m_Position = _Position; m_Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ENEMY_KOOPA_OW)); m_Status = IDStatus.ALIVE; m_Direction = IDDir.RIGHT; Sprite.Depth = GlobalValue.ENEMY_SPRITE_DEPTH; }
//IDDir tempDirection = IDDir.LEFT; public Boss(Vector2 _Position) : base(_Position) { IDObject = IDObject.ENEMY_BOSS; Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ENEMY_BOSS)); Sprite.Depth = GlobalValue.ENEMY_SPRITE_DEPTH; //List_Of_Bullet = new List<BossBullet>(); Direction = IDDir.LEFT; Status = IDStatus.MOVE; }
override public void update() { base.update(); CSprite enemy = (CSprite)this.collidesRect(CGame.inst().getPlayer()); if (enemy != null && enemy.isVisible()) { CGame.inst().getPlayer().die(); } }
//* ────________________________________* //* methods ───────────────────────────────-* //* -----------------------------------------------------------------------* /// <summary>フィールドのオブジェクトを解放します。</summary> public void Dispose() { registedGameComponentList.Dispose(); registedGameComponentList = null; if (sprite != null) { sprite.Dispose(); sprite = null; } graphicsDeviceManager = null; }
public CPlayer() { mShipSprite = new CSprite(); mShipSprite.setImage(Resources.Load <Sprite>("Sprites/player00")); setX(CGameConstants.SCREEN_WIDTH / 2); setY(CGameConstants.SCREEN_HEIGHT - 100); setState(STATE_MOVE); render(); }
public Castle(Vector2 _Position) : base(_Position) { IDObject = IDObject.MISC_CASTLE; Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_CASTLE)); m_Firework1 = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_FIREWORK)); m_Firework2 = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_FIREWORK)); m_Firework1.Position = new Vector2(Position.X - 15, Position.Y - 10); m_Firework2.Position = new Vector2(Position.X + 60, Position.Y - 20); Sprite.Depth = GlobalValue.MISC_SPRITE_DEPTH; }
public CastleFlag(Vector2 _Position, IDObject _IDObject) : base(_Position) { oldPosition = _Position; IDObject = IDObject.MISC_STAR_FLAG_CASTLE; if (_IDObject == IDObject.MISC_STAR_FLAG_CASTLE) { Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_STAR_FLAG_CASTLE)); } Sprite.Depth = 0.05f; }
public CLevelState(int stageNumber) { SoundList.instance.playLevelMusic(); CInfo stageInfo = LevelsInfo.getLevel(stageNumber); CGame.inst().setImage("Sprites/level_Background0" + stageInfo.building.ToString()); CurrentStageData.currentStage = stageNumber; switch (stageInfo.Kaiju) { case 1: monster = new Dinosaur(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage); break; case 2: monster = new Kong(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage); break; case 3: monster = new Kraken(stageInfo.startStage, stageInfo.firstStage, stageInfo.secondStage); break; } current_state = STATE_PLAYING; CurrentStageData.difficulty = stageInfo.dif; mBoard = new Board(0); //monster = new Kong(1, 53, 76); building = new Enemy(stageInfo.building); mText = new CText("TEST", CText.alignment.TOP_CENTER); mText.setX(0); mText.setY(0); mText.setColor(Color.black); mBoard.movementsLeft = stageInfo.movements; // MOVE TO CLASS mBoard.targetScore = stageInfo.TargetScore; // MOVE TO CLASS float scoreCoefficient = (float)70 / (float)mBoard.targetScore; skills = new SkillBar(stageInfo.Kaiju); CurrentStageData.assignData(monster, mBoard, scoreCoefficient, skills); screenDim = new CSprite(); screenDim.setSortingLayer("ScreenShade"); screenDim.setName("Sombra"); backMenuBttn = new CSprite(); backMenuBttn.setSortingLayer("TextUI"); tryAgainBttn = new CSprite(); tryAgainBttn.setSortingLayer("TextUI"); btnNextScreen = new CSprite(); btnNextScreen.setSortingLayer("TextUI"); optionsBttn = new CSprite(); optionsBttn.setImage(Resources.Load <Sprite>("Sprites/Buttons/Pause_Button")); optionsBttn.setXY(680, 40); optionsBttn.setSortingLayer("TextUI"); }
override public void destroy() { base.destroy(); if (this.debug) { mRect.destroy(); mRect = null; mRect2.destroy(); mRect2 = null; } }
public SoftBrick(Vector2 _Position) : base(_Position) { m_IDObject = IDObject.MISC_SOFT_BRICK; m_Sprite = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.MISC_SOFT_BRICK)); //m_BrickStatus = BrickStatus.STABLE; Sprite.Depth = GlobalValue.MISC_SPRITE_DEPTH; m_Status = IDStatus.ALIVE; oldPosition = _Position; m_StopTime = 0; m_ListOfPiece = new List <Piece>(); }
public static void StringDrawer(string _String, Vector2 _StartPosition, SpriteBatch _SpriteBatch, Color _Color) { Vector2 positionOfChar = _StartPosition; CSprite temp; for (int i = 0; i < _String.Count<char>(); i++) { if (_String[i] != ' ') { temp = new CSprite(CResourceManager.GetInstance().GetSpriteFromChar(_String[i])); temp.Position = positionOfChar; temp.Color = _Color; temp.Depth = 1.0f; temp.Draw(_SpriteBatch); } if (_String[i] == ' ') { positionOfChar = new Vector2(positionOfChar.X + 4, positionOfChar.Y); } else { positionOfChar = new Vector2(positionOfChar.X + 8, positionOfChar.Y); } } }