Exemple #1
0
    override public void update()
    {
        base.update();


        //Si el perosnaje se esta quemando
        if (burning)
        {
            //Seteo el poder en el medio del personaje
            shield.setXY(player.getX() + player.getWidth() / 2 - WIDTH / 2, player.getY() - (HEIGHT - player.getHeight()));
            if (currentTime < BURNING_TIME)
            {
                currentTime++;
            }
            else
            {
                //Si el tiempo se pone en 0 se pone no visiblee el cuadradodo

                shield.setVisible(false);
                burning     = false;
                currentTime = 0;
            }
        }


        shield.update();
    }
Exemple #2
0
    public static void init()
    {
        if (mInitialized)
        {
            return;
        }
        mInitialized = true;

        dialogs = new List <Dialog>();

        shadow = new CSprite();
        //Esta tambien el shadow solo que llena toda la pantalla
        shadow.setImage(Resources.Load <Sprite>("Sprites/dialogShadow/shadow"));
        shadow.setName("Dialog - Background");
        shadow.setSortingLayerName("UI");
        shadow.setXY(0, CGameConstants.SCREEN_HEIGHT / 3 * 2);
        shadow.setWidth(CGameConstants.SCREEN_WIDTH);
        shadow.setVisible(false);

        characterPortrait = new CSprite();
        characterPortrait.setName("Character - Portrait");
        characterPortrait.setSortingLayerName("UI");
        characterPortrait.setXY(shadow.getX() + MARGIN, shadow.getY() + MARGIN);
        characterPortrait.setVisible(false);
        characterPortrait.setSortingOrder(1);

        text = new CText("");
        text.setFontSize(500.0f);
        text.setVisible(false);
        text.setXY(CGameConstants.SCREEN_WIDTH / 4 + MARGIN, shadow.getY() + MARGIN);
        text.setWidth(CGameConstants.SCREEN_WIDTH / 4 * 3 - MARGIN * 2);
    }
Exemple #3
0
    public Fire(CAndy player)
    {
        this.name   = "Fire";
        this.player = player;
        this.leftPowerBaseCooldown = FIRE_COOLDOWN;



        shield = new CSprite();
        shield.setImage(Resources.Load <Sprite>("Sprites/ui/pixel"));
        shield.setSortingLayerName("Player");
        shield.setSortingOrder(20);
        shield.setColor(Color.red);
        shield.setAlpha(0.5f);
        shield.setName("Fire - Shield");
        shield.setParent(this.player.getGameObject());
        //Seteo la escala para el persona

        shield.setScaleX(WIDTH);
        shield.setScaleY(HEIGHT);
        //Pongo el poder a false
        shield.setVisible(false);

        currentTime = 0;
    }
Exemple #4
0
    public static void update()
    {
        shadow.update();
        text.update();
        characterPortrait.update();

        if (dialogs.Count > 0 && CKeyboard.firstPress(CKeyboard.ENTER))
        {
            if (dialogs[currentDialog].hasNextDialog())
            {
                text.setText(dialogs[currentDialog].goToNextDialog());
            }
            else if (currentDialog < dialogs.Count - 1)
            {
                currentDialog++;

                if (dialogs[currentDialog].hasPortrait())
                {
                    if (dialogs[currentDialog - 1].getPortrait() != dialogs[currentDialog].getPortrait())
                    {
                        characterPortrait.setFrames(Resources.LoadAll <Sprite>(dialogs[currentDialog].getPortrait()));
                        //characterPortrait.gotoAndPlay(1);
                        //characterPortrait.proceedAnimation();
                        characterPortrait.setVisible(true);
                    }
                }
                else
                {
                    characterPortrait.setVisible(false);
                }

                text.setText(dialogs[currentDialog].getCurrentDialog());
            }
            else
            {
                dialogs.Clear();
                text.setText("");
                shadow.setVisible(false);
                text.setVisible(false);
                currentDialog = 0;

                characterPortrait.setVisible(false);
            }
        }
    }