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(); }
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); }
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; }
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); } } }