Exemple #1
0
    // Use this for initialization
    void Start()
    {
        FutileParams futileParams = new FutileParams(true, false, false, false);

        futileParams.AddResolutionLevel(160, 1.0f, 1.0f, "");
        futileParams.origin          = new Vector2(0.5f, 0.5f);
        futileParams.backgroundColor = new Color(0.494f, 0.561f, 0.639f);
        Futile.instance.Init(futileParams);

        Futile.atlasManager.LoadAtlas("Atlases/atlasOne");
        Futile.atlasManager.LoadFont("gameFont", "fontOne_0", "Atlases/fontOne", 0, 0);

        eventQueue = new List <Event>();

        GlitchManager gManager = GlitchManager.getInstance();


        camera = Ym90_GUI.getInstance();
        player = new Player();

        currentMap = new Map();
        currentMap.setPlayer(player);
        loadMap("testMap");

        loadingScreen = new LoadingScreen();
        camera.setLoadingScreen(loadingScreen);
        camera.follow(player);



        Futile.stage.AddChild(camera);
    }
Exemple #2
0
    private void test()
    {
        List <string> convo = new List <string>();

        convo.Add("Hello!");
        convo.Add(".... Goodbye");
        FConvo convoOne = new FConvo(convo);

        eventQueue.Add(new Event(new List <EventAction>()
        {
            new Action_MoveCamera(200, -300, 4.0f),
            new Action_ShowConvo(new FConvo(convo)),
            new Action_FollowNode(player, 3.0f),
            new Action_CustomAction(() => { GlitchManager.getInstance().glitchToNext(); })
        }));
    }
Exemple #3
0
    private void showCorrectGlitchLevel()
    {
        int currentLevel = GlitchManager.getInstance().CurrentLevel;

        this.isVisible = false;
        foreach (FTilemap f in otherTilemaps)
        {
            f.isVisible = false;
        }
        if (currentLevel == 0)
        {
            this.isVisible = true;
        }
        else
        {
            otherTilemaps[currentLevel - 1].isVisible = true;
        }
    }
Exemple #4
0
    private void showCurrentLevel()
    {
        int currentLevel = Math.Min(maxLevel - 1, GlitchManager.getInstance().CurrentLevel);

        this.isVisible = false;
        foreach (FAnimatedSprite sprite in otherAnims)
        {
            sprite.isVisible = false;
        }
        if (currentLevel == 0)
        {
            this.isVisible = true;
        }
        else
        {
            otherAnims[currentLevel - 1].isVisible = true;
        }
    }