Inheritance: MonoBehaviour
    void Start()
    {
        int childCount = mapObject.childCount;
        segments = new Transform[childCount];
        extents = new float[childCount];
        renderers = new Renderer[childCount];

        int i = 0;
        foreach(Transform child in mapObject)
        {
            segments[i] = child;
            renderers[i] = child.GetComponent<Renderer>();
            if (renderers[i] != null) { extents[i] = renderers[i].bounds.extents.x; }
            else { extents[i] = 2; }
            i++;
        }
        parallax = Camera.main.GetComponent<Parallax>();

        foreach (Transform t in segments)
        {
            TurnOff(t);
        }
    }
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            var data = default(DataTable);
            var Current = default(DataRow);

            var pitems = new IHTMLDiv[0];


            Action CurrentChanged = delegate
            {
                Console.WriteLine("CurrentChanged");

                for (int i = 0; i < data.Rows.Count; i++)
                {
                    if (data.Rows.AsEnumerable().ElementAt(i) == Current)
                    {
                        pitems[i].style.boxShadow = "blue 0 0 18px inset";
                    }
                    else
                    {
                        pitems[i].style.boxShadow = "gray 0 0 8px inset";

                    }
                }

                data.Columns.AsEnumerable().WithEach(
                    c =>
                    {
                        var selector = "[data-column='" + c.ColumnName + "']";

                        Console.WriteLine(new { selector });

                        // stackoverflow.com/questions/10777684/how-to-use-queryselectorall-only-for-elements-that-have-a-specific-attribute-set
                        // http://stackoverflow.com/questions/8694460/queryselectorall-get-all-tags-that-have-an-attribute-set

                        if (Current == null)
                        {
                            page.DesignTimeStyle.StyleSheet.disabled = false;
                        }
                        else
                        {
                            page.DesignTimeStyle.StyleSheet.disabled = true;

                            Native.document.body.querySelectorAll(selector).WithEach(
                                node =>
                                {
                                    var x = (IHTMLElement)node;

                                    var value = Current[c];

                                    x.css.before.style.content = "'" + new { selector, value }.ToString().Replace("'", "\\'") + "'";

                                }
                            );
                        }
                    }
                );
            };

            Native.window.requestAnimationFrame +=
                async delegate
                {

                    var scope_data = await this.DoEnterData();
                    data = scope_data;


                    //Native.document.body.style.position = IStyle.PositionEnum.@fixed;

                    // per browser?
                    var step = 40;

                    page.beancounter.style.height = (data.Rows.Count * step) + "px";


                    var p = new Parallax();


                    var pitem = p.item.Orphanize();

                    pitems = data.Rows.AsEnumerable().Select(
                        x =>
                        {
                            var y = new Parallax().item;

                            y.AttachTo(p.Container);

                            y.style.height = (100.0 / data.Rows.Count) + "%";

                            return y;
                        }
                    ).ToArray();

                    p.AttachToDocument();

                    Current = data.Rows.AsEnumerable().FirstOrDefault();
                    CurrentChanged();

                    Native.document.title = new { data.Rows.Count }.ToString();


                    //Native.window.onframe +=
                    //    delegate
                    //    {
                    //        p.Container.style.height =
                    //            Native.document.body.scrollHeight + "px";
                    //    };


                    Native.window.onscroll +=
                    delegate
                    {

                        var scrollTop = Math.Max(
                            // why the difference?
                            // IE
                            Native.document.documentElement.scrollTop,
                            // chrome
                            Native.document.body.scrollTop
                        );

                        Native.document.title = new { scrollTop }.ToString();

                        var offset = (int)Math.Floor((double)scrollTop / step);

                        // script: error JSC1000: No implementation found for this native method, please implement [System.Data.DataRowCollection.get_Item(System.Int32)]
                        Current = data.Rows.AsEnumerable().ElementAt(offset);
                        CurrentChanged();


                    };

                };
        }
Exemple #3
0
 public void LoadBackground(Sprite image)
 {
     m_backgroundPar = GetComponentInChildren<Parallax>();
     m_backgroundPar.SetImage(image, m_width, m_height);
 }
Exemple #4
0
        public override void LoadContent()
        {
            ContentManager content = ScreenManager.Game.Content;

            map = content.Load<Map>("map");
            MapGeneration.Generate(map);

            camera = new Camera(ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight, map);

            //camera.Zoom = 0.5f;

            text = content.Load<Texture2D>("titles");

            hud = new HUD(content.Load<Texture2D>("hud"));

            waterLevel = ScreenManager.Game.RenderHeight;
            waterParallax = new Parallax(content.Load<Texture2D>("abovewater-parallax"), 12, 0.5f, waterLevel, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, true);
            underwaterBGParallax = new Parallax(content.Load<Texture2D>("underwater-bg"), 4, 1f, waterLevel + 20, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), true, false);
            skyBGParallax = new Parallax(content.Load<Texture2D>("sky-bg"), 72, 1f, 70, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false);
            rocksParallax = new Parallax(content.Load<Texture2D>("seabed-rocks"), 16, 0.35f, (map.TileHeight*map.Height) -15, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false);
            cloudsParallax = new Parallax(content.Load<Texture2D>("clouds"), 16, 0.35f, 25, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false, true);

            playerShip = new Ship(content.Load<Texture2D>("playership"), new Rectangle(0,0,10,10), null, Vector2.Zero);
            playerShip.Position = new Vector2(64, 190);

            particleController.LoadContent(content);

            projectileController = new ProjectileController(1000, sheet => new Projectile(sheet, new Rectangle(0, 0, 4, 4), null, new Vector2(0, 0)) , content.Load<Texture2D>("projectiles"));
            enemyController = new EnemyController(content.Load<Texture2D>("enemies"), content.Load<Texture2D>("boss"));
            powerupController = new PowerupController(1000,sheet => new Powerup(sheet, new Rectangle(0, 0, 6, 6), null, Vector2.Zero),content.Load<Texture2D>("powerup"));

            powerupController.BoxCollidesWith.Add(playerShip);
            projectileController.BoxCollidesWith.Add(playerShip);
            projectileController.BoxCollidesWith.Add(enemyController);
            projectileController.BoxCollidesWith.Add(projectileController);
            enemyController.BoxCollidesWith.Add(playerShip);
            enemyController.BoxCollidesWith.Add(projectileController);

            GameController.Reset();

            //enemyController.SpawnInitial(GameController.Wave, map);

            base.LoadContent();
        }
Exemple #5
0
        private Backdrop ParseBackdrop(BinaryPacker.Element child, BinaryPacker.Element above)
        {
            Backdrop backdrop;

            if (child.Name.Equals("parallax", StringComparison.OrdinalIgnoreCase))
            {
                string id   = child.Attr("texture", "");
                string str1 = child.Attr("atlas", "game");
                //Parallax parallax = new Parallax(!(str1 == "game") || !GFX.Game.Has(id) ? (!(str1 == "gui") || !GFX.Gui.Has(id) ? GFX.Misc[id] : GFX.Gui[id]) : GFX.Game[id]);
                Parallax parallax = null;
                if (Gfx.Game.Has(id))
                {
                    parallax = new Parallax(Gfx.Game[id]);
                }
                else
                {
                    parallax = new Parallax(Gfx.Misc[id]);
                }
                backdrop = (Backdrop)parallax;
                string str2 = "";
                if (child.HasAttr("blendmode"))
                {
                    str2 = child.Attr("blendmode", "alphablend").ToLower();
                }
                else if (above != null && above.HasAttr("blendmode"))
                {
                    str2 = above.Attr("blendmode", "alphablend").ToLower();
                }
                if (str2.Equals("additive"))
                {
                    parallax.BlendState = BlendState.defaultValue;
                }
                parallax.DoFadeIn = bool.Parse(child.Attr("fadeIn", "false"));
            }
            else if (child.Name.Equals("snowfg", StringComparison.OrdinalIgnoreCase))
            {
                backdrop = (Backdrop) new Snow(true);
            }
            else if (child.Name.Equals("snowbg", StringComparison.OrdinalIgnoreCase))
            {
                backdrop = (Backdrop) new Snow(false);
            }
            //else if (child.Name.Equals("windsnow", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new WindSnowFG();
            //else if (child.Name.Equals("dreamstars", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new DreamStars();
            //else if (child.Name.Equals("stars", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new StarsBG();
            //else if (child.Name.Equals("mirrorfg", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new MirrorFG();
            //else if (child.Name.Equals("reflectionfg", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new ReflectionFG();
            //else if (child.Name.Equals("godrays", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new Godrays();
            //else if (child.Name.Equals("tentacles", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new Tentacles((Tentacles.Side)Enum.Parse(typeof(Tentacles.Side), child.Attr("side", "Right")), Calc.HexToColor(child.Attr("color", "")), child.AttrFloat("offset", 0.0f));
            //else if (child.Name.Equals("northernlights", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new NorthernLights();
            //else if (child.Name.Equals("bossStarField", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new FinalBossStarfield();
            //else if (child.Name.Equals("petals", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new Petals();
            //else if (child.Name.Equals("heatwave", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new HeatWave();
            //else if (child.Name.Equals("corestarsfg", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new CoreStarsFG();
            //else if (child.Name.Equals("starfield", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new Starfield(Calc.HexToColor(child.Attr("color", "")), child.AttrFloat("speed", 1f));
            //else if (child.Name.Equals("planets", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new Planets((int)child.AttrFloat("count", 32f), child.Attr("size", "small"));
            //else if (child.Name.Equals("rain", StringComparison.OrdinalIgnoreCase))
            //    backdrop = (Backdrop)new RainFG();
            //else if (child.Name.Equals("stardust", StringComparison.OrdinalIgnoreCase))
            //{
            //    backdrop = (Backdrop)new StardustFG();
            //}
            else
            {
                if (!child.Name.Equals("blackhole", StringComparison.OrdinalIgnoreCase))
                {
                    throw new Exception("Background type " + child.Name + " does not exist");
                }
                backdrop = (Backdrop) new BlackholeBG();
            }
            if (child.HasAttr("tag"))
            {
                backdrop.Tags.Add(child.Attr("tag", ""));
            }
            if (above != null && above.HasAttr("tag"))
            {
                backdrop.Tags.Add(above.Attr("tag", ""));
            }
            if (child.HasAttr("x"))
            {
                backdrop.Position.x = child.AttrFloat("x", 0.0f);
            }
            else if (above != null && above.HasAttr("x"))
            {
                backdrop.Position.x = above.AttrFloat("x", 0.0f);
            }
            if (child.HasAttr("y"))
            {
                backdrop.Position.y = child.AttrFloat("y", 0.0f);
            }
            else if (above != null && above.HasAttr("y"))
            {
                backdrop.Position.y = above.AttrFloat("y", 0.0f);
            }
            if (child.HasAttr("scrollx"))
            {
                backdrop.Scroll.x = child.AttrFloat("scrollx", 0.0f);
            }
            else if (above != null && above.HasAttr("scrollx"))
            {
                backdrop.Scroll.x = above.AttrFloat("scrollx", 0.0f);
            }
            if (child.HasAttr("scrolly"))
            {
                backdrop.Scroll.y = child.AttrFloat("scrolly", 0.0f);
            }
            else if (above != null && above.HasAttr("scrolly"))
            {
                backdrop.Scroll.y = above.AttrFloat("scrolly", 0.0f);
            }
            if (child.HasAttr("speedx"))
            {
                backdrop.Speed.x = child.AttrFloat("speedx", 0.0f);
            }
            else if (above != null && above.HasAttr("speedx"))
            {
                backdrop.Speed.x = above.AttrFloat("speedx", 0.0f);
            }
            if (child.HasAttr("speedy"))
            {
                backdrop.Speed.y = child.AttrFloat("speedy", 0.0f);
            }
            else if (above != null && above.HasAttr("speedy"))
            {
                backdrop.Speed.y = above.AttrFloat("speedy", 0.0f);
            }
            backdrop.Color = Color.white;
            if (child.HasAttr("color"))
            {
                backdrop.Color = Util.HexToColor(child.Attr("color", ""));
            }
            else if (above != null && above.HasAttr("color"))
            {
                backdrop.Color = Util.HexToColor(above.Attr("color", ""));
            }
            if (child.HasAttr("alpha"))
            {
                backdrop.Color *= child.AttrFloat("alpha", 0.0f);
            }
            else if (above != null && above.HasAttr("alpha"))
            {
                backdrop.Color *= above.AttrFloat("alpha", 0.0f);
            }
            if (child.HasAttr("flipx"))
            {
                backdrop.FlipX = child.AttrBool("flipx", false);
            }
            else if (above != null && above.HasAttr("flipx"))
            {
                backdrop.FlipX = above.AttrBool("flipx", false);
            }
            if (child.HasAttr("flipy"))
            {
                backdrop.FlipY = child.AttrBool("flipy", false);
            }
            else if (above != null && above.HasAttr("flipy"))
            {
                backdrop.FlipY = above.AttrBool("flipy", false);
            }
            if (child.HasAttr("loopx"))
            {
                backdrop.LoopX = child.AttrBool("loopx", false);
            }
            else if (above != null && above.HasAttr("loopx"))
            {
                backdrop.LoopX = above.AttrBool("loopx", false);
            }
            if (child.HasAttr("loopy"))
            {
                backdrop.LoopY = child.AttrBool("loopy", false);
            }
            else if (above != null && above.HasAttr("loopy"))
            {
                backdrop.LoopY = above.AttrBool("loopy", false);
            }
            if (child.HasAttr("wind"))
            {
                backdrop.WindMultiplier = child.AttrFloat("wind", 0.0f);
            }
            else if (above != null && above.HasAttr("wind"))
            {
                backdrop.WindMultiplier = above.AttrFloat("wind", 0.0f);
            }
            string list1 = (string)null;

            if (child.HasAttr("exclude"))
            {
                list1 = child.Attr("exclude", "");
            }
            else if (above != null && above.HasAttr("exclude"))
            {
                list1 = above.Attr("exclude", "");
            }
            if (list1 != null)
            {
                backdrop.ExcludeFrom = this.ParseLevelsList(list1);
            }
            string list2 = (string)null;

            if (child.HasAttr("only"))
            {
                list2 = child.Attr("only", "");
            }
            else if (above != null && above.HasAttr("only"))
            {
                list2 = above.Attr("only", "");
            }
            if (list2 != null)
            {
                backdrop.OnlyIn = this.ParseLevelsList(list2);
            }
            string str3 = (string)null;

            if (child.HasAttr("flag"))
            {
                str3 = child.Attr("flag", "");
            }
            else if (above != null && above.HasAttr("flag"))
            {
                str3 = above.Attr("flag", "");
            }
            if (str3 != null)
            {
                backdrop.OnlyIfFlag = str3;
            }
            string str4 = (string)null;

            if (child.HasAttr("notflag"))
            {
                str4 = child.Attr("notflag", "");
            }
            else if (above != null && above.HasAttr("notflag"))
            {
                str4 = above.Attr("notflag", "");
            }
            if (str4 != null)
            {
                backdrop.OnlyIfNotFlag = str4;
            }
            string str5 = (string)null;

            if (child.HasAttr("always"))
            {
                str5 = child.Attr("always", "");
            }
            else if (above != null && above.HasAttr("always"))
            {
                str5 = above.Attr("always", "");
            }
            if (str5 != null)
            {
                backdrop.AlsoIfFlag = str5;
            }
            bool?nullable = new bool?();

            if (child.HasAttr("dreaming"))
            {
                nullable = new bool?(child.AttrBool("dreaming", false));
            }
            else if (above != null && above.HasAttr("dreaming"))
            {
                nullable = new bool?(above.AttrBool("dreaming", false));
            }
            if (nullable.HasValue)
            {
                backdrop.Dreaming = nullable;
            }
            if (child.HasAttr("instantIn"))
            {
                backdrop.InstantIn = child.AttrBool("instantIn", false);
            }
            else if (above != null && above.HasAttr("instantIn"))
            {
                backdrop.InstantIn = above.AttrBool("instantIn", false);
            }
            if (child.HasAttr("instantOut"))
            {
                backdrop.InstantOut = child.AttrBool("instantOut", false);
            }
            else if (above != null && above.HasAttr("instantOut"))
            {
                backdrop.InstantOut = above.AttrBool("instantOut", false);
            }
            string str6 = (string)null;

            if (child.HasAttr("fadex"))
            {
                str6 = child.Attr("fadex", "");
            }
            else if (above != null && above.HasAttr("fadex"))
            {
                str6 = above.Attr("fadex", "");
            }
            if (str6 != null)
            {
                backdrop.FadeX = new Backdrop.Fader();
                string str1     = str6;
                char[] chArray1 = new char[1] {
                    ':'
                };
                foreach (string str2 in str1.Split(chArray1))
                {
                    char[] chArray2 = new char[1] {
                        ','
                    };
                    string[] strArray1 = str2.Split(chArray2);
                    if (strArray1.Length == 2)
                    {
                        string[] strArray2 = strArray1[0].Split('-');
                        string[] strArray3 = strArray1[1].Split('-');
                        float    fadeFrom  = float.Parse(strArray3[0], (IFormatProvider)CultureInfo.InvariantCulture);
                        float    fadeTo    = float.Parse(strArray3[1], (IFormatProvider)CultureInfo.InvariantCulture);
                        int      num1      = 1;
                        int      num2      = 1;
                        if (strArray2[0][0] == 'n')
                        {
                            num1         = -1;
                            strArray2[0] = strArray2[0].Substring(1);
                        }
                        if (strArray2[1][0] == 'n')
                        {
                            num2         = -1;
                            strArray2[1] = strArray2[1].Substring(1);
                        }
                        backdrop.FadeX.Add((float)(num1 * int.Parse(strArray2[0])), (float)(num2 * int.Parse(strArray2[1])), fadeFrom, fadeTo);
                    }
                }
            }
            string str7 = (string)null;

            if (child.HasAttr("fadey"))
            {
                str7 = child.Attr("fadey", "");
            }
            else if (above != null && above.HasAttr("fadey"))
            {
                str7 = above.Attr("fadey", "");
            }
            if (str7 != null)
            {
                backdrop.FadeY = new Backdrop.Fader();
                string str1     = str7;
                char[] chArray1 = new char[1] {
                    ':'
                };
                foreach (string str2 in str1.Split(chArray1))
                {
                    char[] chArray2 = new char[1] {
                        ','
                    };
                    string[] strArray1 = str2.Split(chArray2);
                    if (strArray1.Length == 2)
                    {
                        string[] strArray2 = strArray1[0].Split('-');
                        string[] strArray3 = strArray1[1].Split('-');
                        float    fadeFrom  = float.Parse(strArray3[0], (IFormatProvider)CultureInfo.InvariantCulture);
                        float    fadeTo    = float.Parse(strArray3[1], (IFormatProvider)CultureInfo.InvariantCulture);
                        int      num1      = 1;
                        int      num2      = 1;
                        if (strArray2[0][0] == 'n')
                        {
                            num1         = -1;
                            strArray2[0] = strArray2[0].Substring(1);
                        }
                        if (strArray2[1][0] == 'n')
                        {
                            num2         = -1;
                            strArray2[1] = strArray2[1].Substring(1);
                        }
                        backdrop.FadeY.Add((float)(num1 * int.Parse(strArray2[0])), (float)(num2 * int.Parse(strArray2[1])), fadeFrom, fadeTo);
                    }
                }
            }
            backdrop.OnRefresh();
            return(backdrop);
        }
Exemple #6
0
    public float maxSpeed;                                      //Move speed of last image

    //Get static reference
    void Awake()
    {
        i = this;
    }
    public override void OnInspectorGUI()
    {
        CheckUndo();

        // Camera
        manager.SetParallaxCamera((Camera)EditorGUILayout.ObjectField("Camera", manager.GetParallaxCamera(), typeof(Camera)
        #if !UNITY_3_3
                                                                      , true
        #endif
                                                                      ));

        // Scroll Axes
        manager.SetScrollConstraints((ScrollConstraints)EditorGUILayout.EnumPopup("Scroll Axes", manager.GetScrollConstraints()));

        // Base Speed
        manager.SetBaseSpeed(EditorGUILayout.FloatField("Base Speed", manager.GetBaseSpeed()));

        // Automatic
        bool auto = EditorGUILayout.Toggle("Automatic", manager.automatic);

        if (auto != manager.automatic)
        {
            manager.automatic = auto;
            Parallax.RefreshAllBillboards();
        }

        if (!manager.automatic)
        {
            manager.minSize = EditorGUILayout.Vector2Field("Min Size", manager.minSize);
            manager.maxSize = EditorGUILayout.Vector2Field("Max Size", manager.maxSize);
        }

        // Pixel size
        manager.pixelDensity = EditorGUILayout.FloatField("Pixel Density", manager.pixelDensity);

        // Autorefresh
        bool autoRefresh = EditorGUILayout.Toggle("Auto-Refresh Meshes", manager.autoRefreshBillboards);

        if (autoRefresh != manager.autoRefreshBillboards)
        {
            manager.autoRefreshBillboards = autoRefresh;
            Parallax.RefreshAllBillboards();
        }

        // Reset All Layers
        GUI.color = Color.red;

        if (GUILayout.Button("Set All Layers to Auto"))
        {
            for (int s = 0; s < manager.Length; s++)
            {
                manager[s].isAutoConfigured = true;
            }
        }

        GUI.color = Color.white;

        if (GUI.changed)
        {
            EditorPrefs.SetBool("Thinkscroller.AboutFoldout", aboutFoldout);
            EditorUtility.SetDirty(target);
            Repaint();
            guiChanged = true;
        }

        if (Event.current.type == EventType.ExecuteCommand)
        {
            Undo.CreateSnapshot();
            Undo.RegisterSnapshot();
        }

        aboutFoldout = EditorGUILayout.Foldout(aboutFoldout, " About Thinkscroller");

        if (aboutFoldout)
        {
            GUILayout.Label(version);
            GUILayout.Label(
                "(c) 2011-2012 Thinksquirrel Software, LLC.\n" +
                "All rights reserved.");
            GUILayout.Label("Designed by Josh Montoute");
            if (GUILayout.Button("Rate this package! (Unity Asset Store)"))
            {
                Application.OpenURL("com.unity3d.kharma:content/2024");
            }
        }

        EditorGUILayout.Separator();
    }
 private void OnEnable()
 {
     manager = target as Parallax;
 }
Exemple #9
0
        /// <summary>
        /// This is to load the Game Manager's sprites and classes.
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(Game.GraphicsDevice);

            playerTexture          = Game.Content.Load <Texture2D>(@"images\players\mage");
            debugDotTexture        = Game.Content.Load <Texture2D>(@"images\other\line");
            ProjectileTexture      = Game.Content.Load <Texture2D>(@"images\projectiles\beam");
            plainsParallax1        = Game.Content.Load <Texture2D>(@"images\parallax\plainsbackground1");
            plainsParallax2        = Game.Content.Load <Texture2D>(@"images\parallax\plainsbackground2");
            plainsParallax3        = Game.Content.Load <Texture2D>(@"images\parallax\plainsbackground3");
            forestParallax1        = Game.Content.Load <Texture2D>(@"images\parallax\forestbackground1");
            forestParallax2        = Game.Content.Load <Texture2D>(@"images\parallax\forestbackground2");
            forestParallax3        = Game.Content.Load <Texture2D>(@"images\parallax\forestbackground3");
            caveParallax1          = Game.Content.Load <Texture2D>(@"images\parallax\cavebackground1");
            caveParallax2          = Game.Content.Load <Texture2D>(@"images\parallax\cavebackground2");
            caveParallax3          = Game.Content.Load <Texture2D>(@"images\parallax\cavebackground3");
            villageParallax1       = Game.Content.Load <Texture2D>(@"images\parallax\village");
            cEnemyTexture          = Game.Content.Load <Texture2D>(@"images\enemies\CircleEnemy");
            sEnemyTexture          = Game.Content.Load <Texture2D>(@"images\enemies\SquareEnemy");
            tEnemyTexture          = Game.Content.Load <Texture2D>(@"images\enemies\TriangleEnemy");
            bflEnemyTexture        = Game.Content.Load <Texture2D>(@"images\boss\bossfistleft");
            bfrEnemyTexture        = Game.Content.Load <Texture2D>(@"images\boss\bossfistright");
            bhEnemyTexture         = Game.Content.Load <Texture2D>(@"images\boss\bosshead");
            plainsPlatformTexture  = Game.Content.Load <Texture2D>(@"images\tiles\plainsTiles");
            forestPlatformTexture  = Game.Content.Load <Texture2D>(@"images\tiles\forestTiles");
            cavePlatformTexture    = Game.Content.Load <Texture2D>(@"images\tiles\caveTiles");
            villagePlatformTexture = Game.Content.Load <Texture2D>(@"images\tiles\villageTiles");
            forestSong             = Game.Content.Load <Song>(@"sounds\music\forest");
            finalBossSong          = Game.Content.Load <Song>(@"sounds\music\finalboss");
            caveSong           = Game.Content.Load <Song>(@"sounds\music\cave");
            plainsvillagesSong = Game.Content.Load <Song>(@"sounds\music\plains-villages");
            shootSFX           = Game.Content.Load <SoundEffect>(@"sounds\sfx\projectiles");
            bosshitSFX         = Game.Content.Load <SoundEffect>(@"sounds\sfx\bosshit");
            enemyhitSFX        = Game.Content.Load <SoundEffect>(@"sounds\sfx\enemyhit");
            wintext            = Game.Content.Load <SpriteFont>(@"fonts\segoeuiregularlarge");

            camera          = new Camera(GraphicsDevice.Viewport, new Point(6400, 450), 1f);
            camera.Position = new Vector2(0, 0);

            mapSegments.Add(new Rectangle(-5, 0, 5, (int)camera.Size.Y));
            mapSegments.Add(new Rectangle((int)camera.Size.X, 0, 5, (int)camera.Size.Y));

            plainsParallax1Background = new Parallax(plainsParallax1, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.000f, 0.0f), camera);
            plainsParallax2Background = new Parallax(plainsParallax2, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.125f, 0.0f), camera);
            plainsParallax3Background = new Parallax(plainsParallax3, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.250f, 0.0f), camera);

            villageParallax1Background = new Parallax(villageParallax1, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(0.750f, 0.0f), camera);

            forestParallax1Background = new Parallax(forestParallax1, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.000f, 0.0f), camera);
            forestParallax2Background = new Parallax(forestParallax2, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.125f, 0.0f), camera);
            forestParallax3Background = new Parallax(forestParallax3, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.250f, 0.0f), camera);

            caveParallax1Background = new Parallax(caveParallax1, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.000f, 0.0f), camera);
            caveParallax2Background = new Parallax(caveParallax2, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.125f, 0.0f), camera);
            caveParallax3Background = new Parallax(caveParallax3, new Vector2(camera.Position.X - (myGame.WindowSize.X / 2), 0), Color.White, new Vector2(1.250f, 0.0f), camera);

            playerAnimationSetList.Add(new Sprite.AnimationSet("IDLE", playerTexture, new Point(124, 148), new Point(4, 1), new Point(0, 2), 1600, true));
            playerAnimationSetList.Add(new Sprite.AnimationSet("WALK", playerTexture, new Point(100, 140), new Point(8, 1), new Point(0, 476), 100, true));
            playerAnimationSetList.Add(new Sprite.AnimationSet("JUMP", playerTexture, new Point(187, 174), new Point(4, 1), new Point(0, 302), 1600, true));
            playerAnimationSetList.Add(new Sprite.AnimationSet("SHOOT", playerTexture, new Point(124, 148), new Point(5, 1), new Point(0, 154), 1600, true));

            cEnemyAnimationSetList.Add(new Sprite.AnimationSet("IDLE", cEnemyTexture, new Point(25, 25), new Point(1, 1), new Point(0, 0), 1600, true));
            cEnemyAnimationSetList.Add(new Sprite.AnimationSet("CHASE", cEnemyTexture, new Point(25, 25), new Point(9, 1), new Point(25, 0), 100, true));
            //Needs rest of animations ^
            sEnemyAnimationSetList.Add(new Sprite.AnimationSet("IDLE", sEnemyTexture, new Point(25, 25), new Point(1, 1), new Point(0, 0), 1600, true));
            sEnemyAnimationSetList.Add(new Sprite.AnimationSet("CHASE", sEnemyTexture, new Point(25, 25), new Point(5, 1), new Point(0, 0), 100, true));
            sEnemyAnimationSetList.Add(new Sprite.AnimationSet("FALLING", sEnemyTexture, new Point(25, 25), new Point(4, 1), new Point(150, 0), 100, true));
            //Needs edit ^
            tEnemyAnimationSetList.Add(new Sprite.AnimationSet("IDLE", tEnemyTexture, new Point(25, 25), new Point(1, 1), new Point(0, 0), 1000, true));
            //Needs edit ^

            bflEnemyAnimationSetList.Add(new Sprite.AnimationSet("IDLE", bflEnemyTexture, new Point(88, 100), new Point(1, 1), new Point(0, 0), 1600, true));
            bfrEnemyAnimationSetList.Add(new Sprite.AnimationSet("IDLE", bfrEnemyTexture, new Point(88, 100), new Point(1, 1), new Point(0, 0), 1600, true));
            bflEnemyAnimationSetList.Add(new Sprite.AnimationSet("CHASE", bflEnemyTexture, new Point(88, 100), new Point(1, 1), new Point(0, 0), 100, true));
            bfrEnemyAnimationSetList.Add(new Sprite.AnimationSet("CHASE", bfrEnemyTexture, new Point(88, 100), new Point(1, 1), new Point(0, 0), 100, true));
            bflEnemyAnimationSetList.Add(new Sprite.AnimationSet("FALLING", bflEnemyTexture, new Point(88, 100), new Point(1, 1), new Point(0, 0), 100, true));
            bfrEnemyAnimationSetList.Add(new Sprite.AnimationSet("FALLING", bfrEnemyTexture, new Point(88, 100), new Point(1, 1), new Point(0, 0), 100, true));
            bhEnemyAnimationSetList.Add(new Sprite.AnimationSet("IDLE1", bhEnemyTexture, new Point(180, 242), new Point(1, 1), new Point(0, 0), 1600, true));
            bhEnemyAnimationSetList.Add(new Sprite.AnimationSet("IDLE2", bhEnemyTexture, new Point(180, 242), new Point(1, 1), new Point(360, 0), 1600, true));
            bhEnemyAnimationSetList.Add(new Sprite.AnimationSet("IDLE3", bhEnemyTexture, new Point(180, 242), new Point(1, 1), new Point(720, 0), 1600, true));

            platformAnimationSetList.Add(new Sprite.AnimationSet("1", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("2", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(25, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("3", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(50, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("4", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(75, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("5", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 25), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("6", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(25, 25), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("7", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(50, 25), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("8", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(75, 25), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("9", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 50), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("10", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(25, 50), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("11", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(50, 50), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("12", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(75, 50), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("13", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 75), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("14", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(25, 75), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("15", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(50, 75), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("16", plainsPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(75, 75), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("17", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("18", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(25, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("19", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(50, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("20", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(75, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("21", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 25), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("22", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(25, 25), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("23", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(50, 25), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("24", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(75, 25), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("25", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 50), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("26", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(25, 50), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("27", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(50, 50), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("28", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(75, 50), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("29", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 75), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("30", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(25, 75), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("31", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(50, 75), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("32", forestPlatformTexture, new Point(25, 25), new Point(1, 1), new Point(75, 75), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("33", cavePlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 0), 0, true));
            platformAnimationSetList.Add(new Sprite.AnimationSet("34", villagePlatformTexture, new Point(25, 25), new Point(1, 1), new Point(0, 0), 0, true));

            MovementKeys.Add(Keys.A);
            MovementKeys.Add(Keys.W);
            MovementKeys.Add(Keys.D);
            MovementKeys.Add(Keys.S);
            MovementKeys.Add(Keys.Space);
            MovementKeys.Add(Keys.E);
            MovementKeys.Add(Keys.Q);

            _Mana  = new Player.Mana(100, 5000, 100);
            player = new Player(new Vector2(25, (myGame.WindowSize.Y - playerAnimationSetList[0].frameSize.Y) - 75), MovementKeys, 2f, _Mana, Color.White, playerAnimationSetList, myGame);

            bhEnemy  = new Enemy(new Vector2(0, 0), 0, Enemy.MovementType.BOSSHEAD, Color.White, bhEnemyAnimationSetList, player, platformRectangles, mapSegments);
            bflEnemy = new Enemy(new Vector2(0, 0), 2.75f, Enemy.MovementType.BOSSBOUNCE, Color.White, bflEnemyAnimationSetList, player, platformRectangles, mapSegments);
            bfrEnemy = new Enemy(new Vector2(0, 0), 2.75f, Enemy.MovementType.BOSSBOUNCE, Color.White, bfrEnemyAnimationSetList, player, platformRectangles, mapSegments);

            debugLabel = new Label(new Vector2(0, 0), myGame.segoeUIMonoDebug, 1f, new Color(150, 150, 150), "");

            base.LoadContent();
        }
Exemple #10
0
 private void Awake()
 {
     barraDeVida_ref = GameObject.Find("Game").GetComponent <BarraDeVida>();
     parallax_ref    = GameObject.Find("1Layer1").GetComponent <Parallax>();
 }
 // Use this for initialization
 void Start()
 {
     backgroundGenerationDifference = backgroundGenerationPoint.transform.position.x - transform.position.x;
     theParallaxController          = FindObjectOfType <Parallax> ();
 }
 public cTransition1(IServiceProvider serviceProvider, GraphicsDeviceManager graphics, int NumPerso)
     : base(serviceProvider, graphics)
 {
     Parallax      = new Parallax(RessourceSonic3.BackAct2Front, RessourceSonic3.BackAct2, new Vector2(400, 250));
     this.NumPerso = NumPerso;
 }
 public void Page_Unloaded(object sender, EventArgs e)
 {
     P = null;
 }
Exemple #14
0
 void UpdateParallax()
 {
     Parallax.SetCurrentRatio(Camera.WorldPosition.X / (Match.World.Map.GetWidthTiles() * Tile.WIDTH) * 80,
                              Camera.WorldPosition.Y / (Match.World.Map.GetHeightTiles() * Tile.HEIGHT) * 100);
 }