AddSprite() public méthode

public AddSprite ( GameObject client, float width, float height, Vector2 lowerLeftUV, Vector2 UVDimensions, bool billboarded ) : Zprite,
client GameObject
width float
height float
lowerLeftUV Vector2
UVDimensions Vector2
billboarded bool
Résultat Zprite,
Exemple #1
0
    // Use this for initialization
    void Start()
    {
        instance = this;
        Vector3    pos    = new Vector3(-2f, -3.7f, -1f);
        GameObject temp   = CreateNewSpritePrefab(pos);
        Sprite     sprite = ryuSpriteManager.AddSprite(temp, 4f, 4f, 0, 0, 256, 256, false);

        playerOne            = new Player(new Ryu(pos, sprite, ryuSpriteManager, fireballSpriteManager));
        playerOneInputBuffer = new InputBuffer(playerOne,
                                               new KeyBind(KeyCode.W, KeyCode.S, KeyCode.A, KeyCode.D, KeyCode.J, KeyCode.K));
        Vector3    pos2    = new Vector3(2f, -3.7f, -1f);
        GameObject temp2   = CreateNewSpritePrefab(pos2);
        Sprite     sprite2 = ryuSpriteManager.AddSprite(temp2, 4f, 4f, 0, 0, 256, 256, false);

        playerTwo = new Player(new Ryu(pos2, sprite2, ryuSpriteManager, fireballSpriteManager));
        playerTwo.FlipDirection();
        playerTwoInputBuffer = new InputBuffer(playerTwo,
                                               new KeyBind(KeyCode.UpArrow, KeyCode.DownArrow, KeyCode.LeftArrow,
                                                           KeyCode.RightArrow, KeyCode.Z, KeyCode.X));

        MainCamera cam = (MainCamera)GameObject.FindObjectOfType(typeof(MainCamera));

        cam.playerOne = playerOne;
        cam.playerTwo = playerTwo;

        playerOne.character.SetOtherChar(playerTwo.character);
        playerTwo.character.SetOtherChar(playerOne.character);

        Invoke("UpdateGame", 0.0166f);
    }
    // Use this for initialization
    void Start()
    {
        spriteManager = GetComponent<SpriteManager> ();

        spriteManager.AddSprite ( 512f, 512f, new Vector3 ( Screen.width / 2, 220f, 1.1f ), Quaternion.Euler ( 0f, 0f, 0f ), "MainMenu", mainMenu, null, true, false );
        spriteManager.AddSprite ( 100f, 40f, new Vector3 ( Screen.width / 2, 180f, 1f ), Quaternion.Euler ( 0f, 0f, 0f ), "Start", transTex, "MainMenuActions", true, false );
        spriteManager.AddSprite ( 100f, 40f, new Vector3 ( Screen.width / 2, 260f, 1f ), Quaternion.Euler ( 0f, 0f, 0f ), "Help", transTex, "MainMenuActions", true, false );
        spriteManager.AddSprite ( 100f, 40f, new Vector3 ( Screen.width / 2, 340f, 1f ), Quaternion.Euler ( 0f, 0f, 0f ), "About", transTex, "MainMenuActions", true, false );
    }
Exemple #3
0
    // Use this for initialization
    void Start()
    {
        spriteManager = GetComponent <SpriteManager> ();

        spriteManager.AddSprite(512f, 512f, new Vector3(Screen.width / 2, 220f, 1.1f), Quaternion.Euler(0f, 0f, 0f), "MainMenu", mainMenu, null, true, false);
        spriteManager.AddSprite(100f, 40f, new Vector3(Screen.width / 2, 180f, 1f), Quaternion.Euler(0f, 0f, 0f), "Start", transTex, "MainMenuActions", true, false);
        spriteManager.AddSprite(100f, 40f, new Vector3(Screen.width / 2, 260f, 1f), Quaternion.Euler(0f, 0f, 0f), "Help", transTex, "MainMenuActions", true, false);
        spriteManager.AddSprite(100f, 40f, new Vector3(Screen.width / 2, 340f, 1f), Quaternion.Euler(0f, 0f, 0f), "About", transTex, "MainMenuActions", true, false);
    }
    public void CreateBloodSlatter(Transform t, float minLen, float maxLen)
    {
        float      f   = Random.Range(minLen, maxLen);
        GameObject obj = new GameObject("splatter");

        obj.transform.position    = new Vector3(t.position.x, t.position.y, t.position.z);
        obj.transform.eulerAngles = new Vector3(0, Random.Range(0, 360), 0);

        Sprite s = SpriteManager.AddSprite(obj, 0.2f, 0.2f, 0, 128, 128, 128, false);

        StartCoroutine(UpdateSplatter(s, 0.5f, f, 0.8f));
    }
Exemple #5
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        /// <summary>
        /// Loads the sprite into memory.
        /// </summary>
        /// <param name="_logMsgs">True if messages should be logged to console, false otherwise</param>
        public void Create(bool _logMsgs = true)
        {
            int newId;

            GL.GenTextures(1, out newId);

            Id = newId;

            if (Id <= 0)
            {
                if (_logMsgs || (mLogMessageOverride))
                {
                    TackConsole.EngineLog(EngineLogType.Error, string.Format("Error with generating sprite texture. Sprite. TextureId cannot be set to 0 or below. (Current Id = {0})", Id));
                }
                return;
            }

            GL.Enable(EnableCap.Texture2D);
            GL.ActiveTexture(TextureUnit.Texture0);

            SpriteManager.AddSprite(this, _logMsgs);

            if (_logMsgs || (mLogMessageOverride))
            {
                TackConsole.EngineLog(EngineLogType.Message, string.Format("Generated Sprite texture with TextureId '{0}'", Id));
            }
        }
Exemple #6
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    void Start()
    {
        float ratio, scalex, scaley;

        if (height >= width)
        {
            ratio  = (float)width / (float)height;
            scalex = ratio * transform.localScale.x;
            scaley = 1.0f * transform.localScale.y;
        }
        else
        {
            ratio  = (float)height / (float)width;
            scalex = 1.0f * transform.localScale.x;
            scaley = ratio * transform.localScale.y;
        }

        //var comp = spriteManager.GetComponent(SpriteManager);
        sprite = spriteManager.AddSprite(gameObject, // The game object to associate the sprite to
                                         scalex,     // The width of the sprite
                                         scaley,     // The height of the sprite
                                         left,       // Left pixel
                                         bottom,     // Bottom pixel
                                         width,      // Width in pixels
                                         height,     // Height in pixels
                                         false);     // Billboarded?
    }
        private void UpdateRoadSprite(Vector3 position, bool showAbove, string chainName)
        {
            Sprite spriteAt = GetRoadSpriteAt(position);

            if (spriteAt == null && showAbove)
            {
                spriteAt                 = new Sprite();
                spriteAt.Position        = position;
                spriteAt.TextureScale    = 1;
                spriteAt.AnimationChains = AnimationChainListFile;

                SpriteManager.AddSprite(spriteAt);
                this.Sprites.Add(spriteAt);
                this.Sprites.SortXInsertionAscending();
            }
            if (spriteAt != null && !showAbove)
            {
                SpriteManager.RemoveSprite(spriteAt);
            }

            if (spriteAt != null)
            {
                spriteAt.CurrentChainName = chainName;
            }
        }
Exemple #8
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    public void AddHealthbarToUnitSpawned(GameObject unit)
    {
        Debug.Log(unit);

        //Debug.Log (unit.transform.FindChild ("Healthbar"));

        GameObject healthBarClient = unit.transform.FindChild("Healthbar").gameObject;

        //Debug.Log ("healthBarClient: ");

        Sprite healthbarSprite = HealthbarSpriteManager.AddSprite(healthBarClient, 6f, 1f, new Vector2(0f, 0.9f), new Vector2(0.1f, 0.1f), Vector3.zero, false);

        //Debug.Log ("healthbar Sprite: ");

        healthBarClient.GetComponent <HealthbarClient> ().myHealthBarSprite = healthbarSprite;
    }
Exemple #9
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 private void GameStartStateManage()
 {
     if (gameStartCount > 0 && TimeManager.CurrentTime - gameTimeMarker > 1.0)
     {
         SpriteManager.RemoveSprite(countSprite);
         countSprite = null;
         if (gameStartCount == 4)
         {
             countSprite        = SpriteManager.AddSprite("two.png");
             countSprite.ScaleX = 8;
             countSprite.ScaleY = 8;
         }
         else if (gameStartCount == 3)
         {
             countSprite        = SpriteManager.AddSprite("one.png");
             countSprite.ScaleX = 8;
             countSprite.ScaleY = 8;
         }
         else if (gameStartCount == 2)
         {
             countSprite        = SpriteManager.AddSprite("kill.png");
             countSprite.ScaleX = 8;
             countSprite.ScaleY = 8;
         }
         else
         {
             gameBall = new Ball(1);
             player1  = new Player(1);
             player2  = new Player(2);
         }
         gameStartCount--;
         gameTimeMarker = TimeManager.CurrentTime;
     }
 }
Exemple #10
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        public override void Initialize()
        {
            //Create background sprite
            Sprite Background = SpriteManager.AddSprite(Global.STORY_BG, FlatRedBallServices.GlobalContentManager, m_Layer);

            //Resize sprite
            Background.ScaleX = Background.Texture.Width / SpriteManager.Camera.PixelsPerUnitAt(0) / 2.0f;
            Background.ScaleY = Background.Texture.Height / SpriteManager.Camera.PixelsPerUnitAt(0) / 2.0f;

            //Create story
            Text Story = TextManager.AddText(m_Text, m_Layer);

            Story.HorizontalAlignment = HorizontalAlignment.Center;

            //Set story's font
            Story.Font = new BitmapFont(
                Global.CONTENT_FOLDER + Global.FONT_FOLDER + Global.STORY_FONT + ".tga",
                Global.CONTENT_FOLDER + Global.FONT_FOLDER + Global.STORY_FONT + ".fnt",
                FlatRedBallServices.GlobalContentManager);

            //Set position
            Story.Y         = Global.STORY_Y;
            Story.Z         = Global.STORY_Z;
            Story.RotationX = Global.STORY_ANGLE;
            Story.ZVelocity = -Global.STORY_SPEED;
            Story.YVelocity = Global.STORY_SPEED;
        }
Exemple #11
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    // Use this for initialization
    public void Start()
    {
        GameObject obj = GameObject.Find("Num_MNG_Smal") ;
        manager = (SpriteManager)obj.GetComponent( typeof(SpriteManager));

        time = new Sprite[Library.getMAXScoreEffectLen()];

        for(int i = 0 ; i < Library.getMAXScoreEffectLen(); i++)
        {
            int wMainus = 1;
            int hMainus = 1;

            time[i] = manager.AddSprite( gameObject,
                WIDTH_NUM - wMainus *2 , HEIGHT_NUM - hMainus * 2 - 1 ,
                wMainus, HEIGHT_NUM - hMainus + 1,
          				WIDTH_NUM - wMainus * 2 ,
                HEIGHT_NUM - hMainus* 2 - 1,
                false );
            time[i].offset.x = -(WIDTH_NUM + WIDTH_NUM / 2 + 10) / 2 * (i + 1) + 20;
            time[i].offset.x *= GameManager.Instance.getScreenW();

            time[i].offset.y = 30 ;
            //time[i].SetSizeXY( time[i].width/2 , time[i].height/2 );
        }

        updateNumbers( showScore );
    }
Exemple #12
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        public ReactiveHud()
        {
            mMarkerLayer = SpriteManager.AddLayer();

            #region Create the Sprite Over Marker

            mSpriteOverMarker = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/smallSquareClear.bmp", AppState.Self.PermanentContentManager),
                mMarkerLayer);
            mSpriteOverMarker.RelativeZ = -.0001f;
            mSpriteOverMarker.Visible   = false;
            mSpriteOverMarker.Alpha     = 100;

            #endregion

            #region Create the Current Emitter Marker

            mCurrentEmitterMarker = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/smallSquare.bmp", AppState.Self.PermanentContentManager),
                mMarkerLayer);
            mCurrentEmitterMarker.Visible = false;

            #endregion

            mEmissionAreaVisibleRepresentation = new EmissionAreaVisibleRepresentation();
        }
Exemple #13
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        public void CopyCurrentObjects()
        {
            // for now ignore attachments - just copy whatever's selected.
            foreach (Sprite sprite in mCurrentSprites)
            {
                Sprite newSprite = sprite.Clone();
                StringFunctions.MakeNameUnique <Sprite>(newSprite, EditorData.BlockingScene.Sprites);
                EditorData.BlockingScene.Sprites.Add(newSprite);
                SpriteManager.AddSprite(newSprite);
            }

            foreach (SpriteFrame spriteFrame in mCurrentSpriteFrames)
            {
                SpriteFrame newSpriteFrame = spriteFrame.Clone();
                StringFunctions.MakeNameUnique <SpriteFrame>(newSpriteFrame, EditorData.BlockingScene.SpriteFrames);
                EditorData.BlockingScene.SpriteFrames.Add(newSpriteFrame);
                SpriteManager.AddSpriteFrame(newSpriteFrame);
            }

            foreach (PositionedModel positionedModel in mCurrentPositionedModels)
            {
                PositionedModel newPositionedModel = positionedModel.Clone(EditorData.ContentManagerName);
                StringFunctions.MakeNameUnique <PositionedModel>(newPositionedModel, EditorData.BlockingScene.PositionedModels);
                EditorData.BlockingScene.PositionedModels.Add(newPositionedModel);
                ModelManager.AddModel(newPositionedModel);
            }

            foreach (Text text in mCurrentTexts)
            {
                Text newText = text.Clone();
                StringFunctions.MakeNameUnique <Text>(newText, EditorData.BlockingScene.Texts);
                EditorData.BlockingScene.Texts.Add(newText);
                TextManager.AddText(newText);
            }
        }
Exemple #14
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        private void PerformDeath()
        {
            FlatRedBall.Audio.AudioManager.Play(PlayerBaseDestroyed);

            int numberOfExplosions = 13;

            void PlayExplosions()
            {
                var maxExplosionDistance = 32;

                var sprite = SpriteManager.AddSprite(BigExplosionBase);

                sprite.TextureScale = 1;
                sprite.X            = FlatRedBallServices.Random.Between(X - maxExplosionDistance, X + maxExplosionDistance);;
                sprite.Y            = FlatRedBallServices.Random.Between(Y - maxExplosionDistance, Y + maxExplosionDistance);;
                sprite.Z            = this.Z + 1f;

                this.Call(() => SpriteManager.RemoveSprite(sprite)).After(BigExplosionBase.TotalLength - TimeManager.SecondDifference);
            }

            for (int i = 0; i < numberOfExplosions; i++)
            {
                if (i == 0)
                {
                    PlayExplosions();
                }
                else
                {
                    this.Call(PlayExplosions).After(i * .13);
                }
            }
        }
Exemple #15
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    // Use this for initialization
    void Start()
    {
        agent      = gameObject.GetComponent <Seeker>();
        controller = gameObject.GetComponent <CharacterController>();


        spriteManager = gameObject.GetComponent <SpriteManager>() as SpriteManager;

        evilSprite = spriteManager.AddSprite(gameObject, 2.0f, 2.0f, spriteManager.PixelSpaceToUVSpace(256, 256), spriteManager.PixelSpaceToUVSpace(50, 50), false);
        evilSprite.SetAnimCompleteDelegate(OnAnimateComplete);

        Vector2 spriteSize = spriteManager.PixelSpaceToUVSpace(50, 50);

        //Idle animation
        UVAnimation idleAnimation  = new UVAnimation();
        Vector2     idleStartPosUV = spriteManager.PixelCoordToUVCoord(0, 50);

        idleAnimation.BuildUVAnim(idleStartPosUV, spriteSize, 3, 2, 6, 15);
        idleAnimation.loopCycles = -1;
        idleAnimation.name       = "idle";
        evilSprite.AddAnimation(idleAnimation);

        evilSprite.PlayAnim("idle");
        gameObject.transform.position = startPos;
    }
Exemple #16
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        public void UpdateDisplay()
        {
            #region Create the Sprites if needed

            if (mVisible && (mSprite == null || mImageData == null))
            {
                mSprite = SpriteManager.AddSprite((Texture2D)null);
                // mSprite.TextureAddressMode = TextureAddressMode.Clamp; // required on REACH if we're not a power of 2

                mSprite.X            = mXSeed + .5f * (mNumberOfXTiles - 1) * mGridSpacing;
                mSprite.Y            = mYSeed + .5f * (mNumberOfYTiles - 1) * mGridSpacing;
                mSprite.Z            = this.mVisibleDisplayZ;
                mSprite.FlipVertical = true;
                mSprite.ScaleX       = (mNumberOfXTiles) * mGridSpacing / 2.0f;
                mSprite.ScaleY       = (mNumberOfYTiles) * mGridSpacing / 2.0f;

                mImageData = new ImageData(mNumberOfXTiles, mNumberOfYTiles);
            }

            #endregion

            if (Visible)
            {
                ForceUpdateImageData();
            }
            else
            {
                if (mSprite != null)
                {
                    SpriteManager.RemoveSprite(mSprite);
                    mSprite = null;
                }
            }
        }
Exemple #17
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            File = Content.Load <SpriteFont>("File");
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            var animations = new Dictionary <string, Animation>()
            {
                { "bunny", new Animation(Content.Load <Texture2D>("Player/bunnyjung"), 3) },
            };

            spriteManager.AddSprite(new Player(animations, 10f)
            {
                Position = new Vector2(0, 100),
                Input    = new Input()
                {
                    Jump         = Keys.Space,
                    ChangeBlockA = Keys.A,
                    ChangeBlockB = Keys.S,
                    ChangeBlockC = Keys.D
                },
            });

            spriteManager.DebugBox.Add(Content.Load <Texture2D>("debugbox"));

            player = (Player)spriteManager.List[0];
            // TODO: use this.Content to load your game content here

            LoadObj();

            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(song);
        }
Exemple #18
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 private void CreateVisual()
 {
     frbButton          = SpriteManager.AddSprite("Content/lgripup.png");
     frbButton.Position = this.Position;
     frbButton.ScaleX   = 5;
     frbButton.ScaleY   = 5;
     frbButton.AttachTo(this, false);
 }
Exemple #19
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        public SplineMover()
        {
            mVisibleRepresentation = SpriteManager.AddSprite(@"Content\Hud\MoveEntireSpline.png");
            SpriteManager.AddToLayer(mVisibleRepresentation, SpriteManager.TopLayer);
            mVisibleRepresentation.AttachTo(this, false);

            SpriteManager.AddPositionedObject(this);
        }
Exemple #20
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 private void CreateVisual()
 {
     frbButtonUp          = SpriteManager.AddSprite("d:/gameproject_art/png/beestationary.png");
     frbButtonUp.Position = this.Position;
     frbButtonUp.ScaleX   = 30;
     frbButtonUp.ScaleY   = 5;
     frbButtonUp.AttachTo(this, false);
 }
Exemple #21
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        private void CreateVisibleRepresentation(string contentManagerName)
        {
            string assetToUse = "redball.bmp";

            mVisibleRepresentation.AttachTo(this, false);

            mVisibleRepresentation = SpriteManager.AddSprite(assetToUse, contentManagerName);
        }
Exemple #22
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 private void SetVisualDown()
 {
     frbButton          = SpriteManager.AddSprite("Content/lgripdown.png");
     frbButton.Position = this.Position;
     frbButton.ScaleX   = 5;
     frbButton.ScaleY   = 5;
     frbButton.AttachTo(this, false);
 }
 private void CreateVisual()
 {
     frbBubble          = SpriteManager.AddSprite("Content/tutbubble.png");
     frbBubble.Position = this.Position;
     frbBubble.ScaleX   = 60;
     frbBubble.ScaleY   = 12;
     frbBubble.AttachTo(this, false);
 }
    public RyuFireball(SpriteManager sm)
    {
        this.sm = sm;
        GameObject temp = Game.GetInstance().CreateNewSpritePrefab(new Vector3(0, 0, 1));

        this.sprite          = sm.AddSprite(temp, 1f, 1f, 0, 0, 84, 88, false);
        this.fireballAnimSet = new RyuFireballAnimSet(sprite, sm);
    }
        public EditorHandles()
        {
            spritesAlreadyChanged = new PositionedObjectList <PositionedObject>();

            Layer axisLayer = SpriteManager.AddLayer();

            origin = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/EditorHandles/Origin.png", GuiManager.InternalGuiContentManagerName), axisLayer);
            origin.Name = "OriginOfEditAxes";
            editAxisSpriteArray.Add(origin);

            xAxis = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/EditorHandles/MoveX.png", GuiManager.InternalGuiContentManagerName), axisLayer);

            editAxisSpriteArray.Add(xAxis);

            yAxis = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/EditorHandles/MoveY.png", GuiManager.InternalGuiContentManagerName), axisLayer);
            editAxisSpriteArray.Add(yAxis);

            zAxis = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/EditorHandles/MoveZ.png", GuiManager.InternalGuiContentManagerName), axisLayer);
            editAxisSpriteArray.Add(zAxis);

            xScale = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/EditorHandles/ScaleX.png", GuiManager.InternalGuiContentManagerName), axisLayer);
            editAxisSpriteArray.Add(xScale);

            yScale = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/EditorHandles/ScaleY.png", GuiManager.InternalGuiContentManagerName), axisLayer);
            editAxisSpriteArray.Add(yScale);

            xRot = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/EditorHandles/RotateX.png", GuiManager.InternalGuiContentManagerName), axisLayer);

            editAxisSpriteArray.Add(xRot);

            yRot = SpriteManager.AddSprite(
                FlatRedBallServices.Load <Texture2D>("Content/EditorHandles/RotateY.png", GuiManager.InternalGuiContentManagerName), axisLayer);



            editAxisSpriteArray.Add(yRot);

            xAxis.AttachTo(origin, true);
            yAxis.AttachTo(origin, true);
            zAxis.AttachTo(origin, true);
            xScale.AttachTo(origin, true);
            yScale.AttachTo(origin, true);
            xRot.AttachTo(origin, true);
            yRot.AttachTo(origin, true);

            Scale = 1;

            editAxisSpriteArray.Visible = false;
            mCursorOverAxis             = false;
            mVisible = false;
        }
// Generated AddToManagers
        public override void AddToManagers()
        {
            SpriteManager.AddSprite(CcgLogo);
            CreatedByLabel.AddToManagers(mLayer);
            CCGLabel.AddToManagers(mLayer);
            base.AddToManagers();
            AddToManagersBottomUp();
            CustomInitialize();
        }
Exemple #27
0
 private void AnimateScore(int playerNumber)
 {
     animateScore          = true;
     scoreSprite           = SpriteManager.AddSprite("win.png");
     scoreSprite.Alpha     = 0.0f;
     scoreSprite.AlphaRate = 1;
     scoreSprite.ScaleX    = 10;
     scoreSprite.ScaleY    = 10;
     gameTimeMarker        = TimeManager.CurrentTime;
 }
        private void LoadPick(List <GameObject> gameObjects)
        {
            foreach (NetConnection Player in mAgent.Connections)
            {
                Player.Ready = false;
            }
            foreach (Player p in PlayerList)
            {
                p.Kill(gameObjects);
            }
            foreach (GameObject g in new List <GameObject>(gameObjects))
            {
                if (g is Projectile)
                {
                    g.Kill(gameObjects);
                }
            }
            PlayerList.Clear();
            Aliveplayers.Clear();
            for (byte i = 0; i < 12; i++)
            {
                if (i < 9)
                {
                    PickButtons.Add(new MenuButton(game, SpriteManager.AddSprite(Textures.spelltextures[i]), i));
                }
                else
                {
                    PickButtons.Add(new MenuButton(game, SpriteManager.AddSprite(Textures.playertextures[i - 9]), i));
                }
                PickButtons[i].Sprite.Position.Y -= i % 3 * 100 - 300;
                PickButtons[i].Sprite.Position.X += ((i / 3) * 100) - 150f;
                PickButtons[i].Sprite.Width       = 50;
                PickButtons[i].Sprite.Height      = 50;
                //for (int n = 0; n < 3; n++)
                //{

                //}
            }
            for (int i = 0; i <= 9; i += 3)
            {
                cosmetics.Add(new Sprite());
                cosmetics[cosmetics.Count - 1].Texture  = FlatRedBallServices.Load <Texture2D>(Textures.PickHighlight);
                cosmetics[cosmetics.Count - 1].Position = PickButtons[i].Sprite.Position;
                cosmetics[cosmetics.Count - 1].Width    = 80;
                cosmetics[cosmetics.Count - 1].Height   = 80;
                SpriteManager.AddSprite(cosmetics[cosmetics.Count - 1]);
            }

            Sprite t = new Sprite();

            t.Texture = FlatRedBallServices.Load <Texture2D>(Textures.Go);
            PickButtons.Add(new MenuButton(game, t, 254));
            SpriteManager.AddSprite(t);
            t.Position = new Vector3(400, -250, 0);
        }
 // Use this for initialization
 void Start()
 {
     backgroundSprite = spriteMan.AddSprite((GameObject)backgroundObj, // The game object to associate the sprite to
                                            768,                       // The width of the sprite
                                            4096,                      // The height of the sprite
                                            1,                         // Left pixel
                                            1,                         // Bottom pixel
                                            768,                       // Width in pixels
                                            4096,                      // Height in pixels
                                            false);                    // Billboarded?
 }
Exemple #30
0
    // Use this for initialization
    void Start()
    {
        GameObject refObj = GameObject.Find( "SPM_Filter" );
        Manager = (SpriteManager)refObj.GetComponent( typeof(SpriteManager) );
        Filter = Manager.AddSprite( gameObject, 4,4,0,0,4,4, false );

        Filter.offset = new Vector3(240.0f, -400.0f, 0);
        Filter.SetDrawLayer( 5 );
        Filter.SetSizeXY( 500, 820 );

        Debug.Log("FilterOn");
    }
Exemple #31
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        private void CreateParticle(List <GameObject> gameObjects)
        {
            Color thiscolor = Color.White;

            switch (particlecreatedcount % 3)
            {
            case 0:
                thiscolor = color1;
                break;

            case 1:
                thiscolor = color2;
                break;

            case 2:
                thiscolor = color3;
                break;
            }
            particlecreatedcount++;
            Sprite particlesprite = SpriteManager.AddSprite(Textures.Pixeltexture);

            particlesprite.Red            = thiscolor.R / 255;
            particlesprite.Green          = thiscolor.G / 255;
            particlesprite.Blue           = thiscolor.B / 255;
            particlesprite.ColorOperation = ColorOperation.ColorTextureAlpha;
            particlesprite.Position       = sprite.Position;
            if (multiplespawnpoints)
            {
                int   topoffsetY = (int)((gameObject.Sprite.Height / 2) * 1000);
                int   botoffsetY = -(int)((gameObject.Sprite.Height / 2) * 1000);
                int   topoffsetX = (int)((gameObject.Sprite.Height / 2) * 1000);
                int   botoffsetX = -(int)((gameObject.Sprite.Height / 2) * 1000);
                float tempfloat  = ((float)(rng.Next(botoffsetY, topoffsetY)) / 1000);

                particlesprite.Position.Y += tempfloat * (float)Math.Sin(gameObject.Sprite.RotationZ - rotationoffset);
                particlesprite.Position.X += tempfloat * (float)Math.Cos(gameObject.Sprite.RotationZ - rotationoffset);
            }

            float angle = (float)rng.Next((int)anglemin, (int)anglemax) * (float)Math.PI / 180;

            if (twoside)
            {
                if (particlecreatedcount % 2 == 0)
                {
                    angle += (float)Math.PI;
                }
            }
            particlesprite.Velocity.X = (float)Math.Cos(angle) * particlespeed;
            particlesprite.Velocity.Y = (float)Math.Sin(angle) * particlespeed;
            Particle particle = new Particle(game, particlesprite, life);

            gameObjects.Add(particle);
        }
Exemple #32
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        public override void Initialize(bool addToManagers)
        {
            base.Initialize(addToManagers);

            mObjectHighlight       = new ObjectHighlight();
            mObjectHighlight.Color = Color.Orange;
            mEditingHandles        = new EditingHandles();

            mRectangle = ShapeManager.AddAxisAlignedRectangle();
            mSprite    = SpriteManager.AddSprite("redball.bmp");
            mSprite.X  = 5;
        }
Exemple #33
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        public Beam(Game game, Sprite sprite, Player player, List <GameObject> gameObjects, float angle)
            : base(game, sprite)

        {
            this.sprite = sprite;
            this.player = player;
            this.angle  = angle;
            PositionRotation();
            beamsparks = new Emittor(game, SpriteManager.AddSprite(Textures.Pixeltexture), 0.5f, Color.White, Color.Pink, Color.LightPink, 0.3f,
                                     float.MaxValue, this, 1.0f, (angle - (float)Math.PI / 2) - 0.3f, (angle - (float)Math.PI / 2) + 0.3f, rotationoffset, true);
            gameObjects.Add(beamsparks);
        }
Exemple #34
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    public void Start()
    {
        time = new Sprite[Library.getMAXScoreLen()];
        GameObject manegerObj = null;

        if( type == TYPE_SCORE)
        {
            manegerObj = GameObject.Find("Num_MNG") ;
            manegerObj.transform.localPosition =
            new Vector3(0 ,0  , -1);
        }else
        if( type == TYPE_TITLE_SCORE)
        {
            manegerObj = GameObject.Find("Num_MNG") ;
            manegerObj.transform.localPosition =
            new Vector3(0 ,0  , -1);
        }else
        if( type == TYPE_RESULT_SCORE)
        {
            manegerObj = GameObject.Find("Num_MNG_Result") ;
            manegerObj.transform.localPosition =
            new Vector3(0 ,0  , -2);
        }else
        if( type == TYPE_RESULT_DEATH)
        {
            manegerObj = GameObject.Find("Num_MNG_Result") ;
            manegerObj.transform.localPosition =
            new Vector3(0 ,0  , -2);
            //new Vector3(730, 400 , -2);

        }

        manager =(SpriteManager)manegerObj.GetComponent( typeof(SpriteManager));

        for(int i = 0 ; i < Library.getMAXScoreLen(); i++)
        {
            time[i] = manager.AddSprite( gameObject, WIDTH_NUM-2, HEIGHT_NUM, 0, HEIGHT_NUM, WIDTH_NUM-2, HEIGHT_NUM, false );
            time[i].offset.x = -WIDTH_NUM * 1.5f * (i + 1);
            time[i].offset.y = 0 ;
            //if( type == TYPE_RESULT_DEATH)
            //{
            //	time[i].offset.x = -WIDTH_NUM * 1.5f * (i + 1)+1435;
            //	time[i].offset.y = 820 ;
            //}

            time[i].SetSizeXY( time[i].width * 1.5f, time[i].height * 1.5f);
        }

        updateNumbers( 1 );
    }
    // Use this for initialization
    void Start()
    {
        // Alloc our own sprite manager
        SManager = gameObject.AddComponent("SpriteManager") as SpriteManager;

        // Allocate all three background sprites
        BackgroundSprites = new Sprite[3];
        for(int i = 0; i < 3; i++)
        {
            // Alloc and retain
            Sprite Background = new Sprite("Textures/BGLayer" + i);
            BackgroundSprites[i] = Background;

            // Make the sprite geometry as big as the max camera, and center it on the camera
            BackgroundSprites[i].SetGeometrySize(new Vector2(Globals.MaxCameraSize, Globals.MaxCameraSize) * 2.5f * Camera.main.aspect);
            BackgroundSprites[i].SetPosition(-BackgroundSprites[i].GetGeometrySize() / 2.0f);
            BackgroundSprites[i].SetDepth(Globals.BackgroundDepth - i); // Each layet is closer to the camera

            // Register sprite
            SManager.AddSprite(Background);
        }
    }
Exemple #36
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    void Start()
    {
        spriteManager = spriteManagerObject.GetComponent<SpriteManager>();

        bullets = new Bullet[numberOfBullets];
        for(int i = 0; i < numberOfBullets; i++)
        {
            Bullet bullet = new Bullet();
            Rigidbody brigidbody = Instantiate(bulletPrefab, Vector3.zero, Quaternion.identity) as Rigidbody;
            brigidbody.transform.parent = transform;
            brigidbody.gameObject.SetActive(false);
            bullet.rigidbody = brigidbody;

            bullet.sprite = spriteManager.AddSprite(bullet.rigidbody.gameObject, 2f, 2f, 0, 512, 512, 512, true);

            UVAnimation animation = new UVAnimation();
            Vector2 randomFacingUV = (UnityEngine.Random.value >= 0.5f) ? new Vector2(0, 0.5f) : new Vector2(0.5f, 0);
            animation.BuildUVAnim(randomFacingUV, new Vector2(0.5f, 0.5f), 2, 1, 2, 8);
            animation.loopCycles = 3000;
            bullet.sprite.PlayAnim(animation);
            spriteManager.AnimateSprite(bullet.sprite);

            bullets[i] = bullet;
        }

        GameManager.RegisterPlayer(gameObject);

        swarm = swarmObject.GetComponent<SwarmScript>();
    }
Exemple #37
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    // Use this for initialization
    void Start()
    {
        gameLoop = GameObject.Find("_Game").GetComponent<GameLoop>();
        spriteManagerBlocks = GameObject.Find("InitElementSpriteManager").GetComponent<LinkedSpriteManager>();

        spriteManagerGlass = GameObject.Find("InitBackGroundSpriteManager").GetComponent<LinkedSpriteManager>();
        spriteManagerGlass.AddSprite(gameObject, BackgroundWidth, BackgroundHeight,
                        new Vector2(0, 0),
                        new Vector2(1, 1),
                        new Vector3(BackgroundWidth / 2, BackgroundHeight / 2, 0),
                        false);

        glassSprites = new Sprite[VerticalBlocks, HorizontalBlocks];
    }
Exemple #38
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    // Use this for initialization
    void Start()
    {
        GameObject refObj = GameObject.Find("Filter_MNG");
        Manager = (SpriteManager)refObj.GetComponent( typeof(SpriteManager));
        Filter = Manager.AddSprite( gameObject , 4, 4, 0 , 0 , 4, 4, false );

        Filter.offset = new Vector3( Screen.width / 2 , Screen.height / 2 , -2 );
        Filter.SetDrawLayer( 5 );
        Filter.SetSizeXY( Screen.width * 10, Screen.height * 10);

        alphe = 0.0f;

        Awake();
        setAlphe();
        //SOUND
        if(type == TYPE_MENU)
        {
            GameObject seObj = (GameObject)Resources.Load("Sound/sound_se_Menu");
            GameObject obj = (GameObject)Instantiate( seObj );
        }
    }
    private void Start()
    {
        spriteManager = GetComponent<SpriteManager> ();

        startPlayerPos = new Vector3 ( 200f, Screen.height * 0.8f, 1f );
        startEnemyPos = new Vector3 ( Screen.width - 200f, Screen.height * 0.8f, 1f );

        MainMenuPos = new Vector3 ( Screen.width * 0.5f, 180f, 0.4f );
        StartGameOff = new Vector3 ( 0, -40f, -0.1f);
        AboutOff = new Vector3 ( 0, 40f, -0.1f );
        ExitOff = new Vector3 ( 0, 120f, -0.1f );

        CreditPos = new Vector3 ( Screen.width * 0.5f -10f, 350f, 0.4f );
        BackOff = new Vector3 ( Screen.width * 0.5f - 50f, -320f, 0f );

        Player = spriteManager.AddSprite ( 100f, 160f, startPlayerPos, Quaternion.identity, "Player", playerIdle, "PlayerScript", true, true );
        Enemy = spriteManager.AddSprite ( 100f, 160f, startEnemyPos, Quaternion.identity, "Enemy", enemyIdle, "EnemyScript", true, false );
        BG = spriteManager.AddSprite ( Screen.height * 3.2f, Screen.height, new Vector3 ( Screen.height * 3.2f * 0.5f, Screen.height * 0.5f, 2f ), Quaternion.identity, "Background", bg, null, false, false );
        BlurBG = spriteManager.AddSprite ( Screen.height * 3.2f, Screen.height, new Vector3 ( Screen.height * 3.2f * 0.5f, Screen.height * 0.5f, 0.5f ), Quaternion.identity, "BlurBackground", blurbg, null, true, false );
        Battle = spriteManager.AddSprite ( 512f, 512f, new Vector3 ( Screen.width * 0.5f, -512f, 0.5f ), Quaternion.identity, "BattleSign", battleSign, null, true, false );
        GameOver = spriteManager.AddSprite ( 512f, 512f, new Vector3 ( Screen.width * 0.5f, -512f, 0.5f ), Quaternion.identity, "GameOverSign", gameOverSign, null, true, false );
        Victory = spriteManager.AddSprite ( 512f, 512f, new Vector3 ( Screen.width * 0.5f, -512f, 0.5f ), Quaternion.identity, "VictorySign", victorySign, null, true, false );

        MainMenu = spriteManager.AddSprite ( 512f, 512f, new Vector3 ( Screen.width * 0.5f, -512f, 0.4f ), Quaternion.Euler ( 0f, 0f, 0f ), "MainMenu", mainMenu, null, true, false );
        StartGame = spriteManager.AddSprite ( 100f, 40f, MainMenuPos + StartGameOff, Quaternion.Euler ( 0f, 0f, 0f ), "StartBtn", transTex, "MainMenuActions", true, false );
        About = spriteManager.AddSprite ( 100f, 40f, MainMenuPos + AboutOff, Quaternion.Euler ( 0f, 0f, 0f ), "AboutBtn", transTex, "MainMenuActions", true, false );
        Exit = spriteManager.AddSprite ( 100f, 40f, MainMenuPos + ExitOff, Quaternion.Euler ( 0f, 0f, 0f ), "ExitBtn", transTex, "MainMenuActions", true, false );

        Credit = spriteManager.AddSprite ( 600f, 900f, new Vector3 ( Screen.width * 0.5f, -512f, 0.4f ), Quaternion.Euler ( 0f, 0f, 0f ), "Credit", credit, null, true, false );
        Back = spriteManager.AddSprite ( 100f, 50f, CreditPos + BackOff, Quaternion.Euler ( 0f, 0f, 0f ), "BackBtn", backBtn, "MainMenuActions", true, false );

        currentSong = menuBGM;

        TimeText.gameObject.SetActive(false);
        ShowMainMenu ();
    }
Exemple #40
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    /*** Script Methods ***/
    // Use this for initialization
    void Start()
    {
        /*** Init. Game System ***/

        // Default camera zoom
        Camera.main.orthographicSize = Globals.MinCameraSize + (Globals.MaxCameraSize - Globals.MinCameraSize) / 2.0f;

        // Instantiate all game-level objects
        SManager = gameObject.AddComponent(typeof(SpriteManager)) as SpriteManager;
        ProjManager = gameObject.AddComponent(typeof(ProjectileManager)) as ProjectileManager;
        ShipManager = gameObject.AddComponent(typeof(ShipsManager)) as ShipsManager;
        SceneManager = gameObject.AddComponent(typeof(SceneryManager)) as SceneryManager;
        ResManager = gameObject.AddComponent(typeof(ResourceManager)) as ResourceManager;
        BuildingManager = gameObject.AddComponent(typeof(BuildingManager)) as BuildingManager;
        AManager = gameObject.AddComponent(typeof(AudioManager)) as AudioManager;
        SongManager = gameObject.AddComponent(typeof(AudioSystem)) as AudioSystem;
        OverlayView = gameObject.AddComponent(typeof(GameOverlay)) as GameOverlay;
        ContextMenuView = gameObject.AddComponent(typeof(GameContextMenu)) as GameContextMenu;

        /*** Background System ***/

        // Allocate the background sprites
        BackgroundSprites = new Sprite[BackgroundLayerCount];
        for(int i = 0; i < BackgroundLayerCount; i++)
        {
            // Alloc and retain
            Sprite Background = new Sprite("Textures/BGLayer" + i);
            BackgroundSprites[i] = Background;

            // Make the sprite geometry as big as the max camera, and center it on the camera
            BackgroundSprites[i].SetGeometrySize(new Vector2(Globals.MaxCameraSize, Globals.MaxCameraSize) * 2.5f * Camera.main.aspect);
            BackgroundSprites[i].SetPosition(-BackgroundSprites[i].GetGeometrySize() / 2.0f);
            BackgroundSprites[i].SetDepth(Globals.BackgroundDepth - i); // Each layet is closer to the camera

            // Register sprite
            SManager.AddSprite(Background);
        }

        /*** Add Scene Elements & Load Enemey Spawn List ***/

        // Load the level gen. (note that we finish loading in the "OnLevelWasLoaded" because
        // of a Unity3D-specific design issue
        LevelLoaded = false;
        LevelGen = new LevelManager(TargetLevel);

        /*** TESTING: Add temp ships ***/

        // Create a few ships destroyers bottom right
        for(int i = 0; i < 6; i++)
        {
            int x = UnityEngine.Random.Range(-500, 500);
            int y = UnityEngine.Random.Range(-500, 500);

            BaseShip Friendly = null;
            if(i == 0)
                Friendly = new CarrierShip();
            else if(i == 1)
                Friendly = new DestroyerShip();
            else
                Friendly = new FighterShip();
            Friendly.SetPos(new Vector2(x, y));
            ShipManager.ShipsList.Add(Friendly);
        }
    }
Exemple #41
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    // Use this for initialization
    void Start()
    {
        //firstEffect ( _uvTieX ,  _uvTieY , alphe );

        GameObject obj = GameObject.Find("Flame_MNG") ;
        manager = (SpriteManager)obj.GetComponent( typeof(SpriteManager));

        sprite_data = new Sprite[MAX_FLAME];

        counter = new int[MAX_FLAME];
        counterTime = new float[MAX_FLAME];
        counterChangeTime = new float[MAX_FLAME];
        endFlame = new bool[MAX_FLAME];

        alphe = new float[MAX_FLAME];

        for(int i = 0 ; i < MAX_FLAME; i++)
        {
            sprite_data[i] = manager.AddSprite(
             gameObject,
             WIDTH_NUM ,
             HEIGHT_NUM, 0, HEIGHT_NUM, WIDTH_NUM, HEIGHT_NUM, false );
            setPosisionFlame(i);
        }

        GameManager.Instance.addEffect();
        //SetAlphe(alphe);
    }
Exemple #42
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    // Use this for initialization
    void Awake()
    {
        GameObject initSpriteManager = GameObject.Find("InitElementSpriteManager");
        spriteManager = initSpriteManager.GetComponent<LinkedSpriteManager>();

        colorIndex = Random.Range(0, colors);
        isMirrowed = isMirrowable && Random.Range(0, 1 + 1) > 0 ? true : false;

        int blocks = 0;
        width = 0;
        height = stringForm.Length;
        for(int i = 0; i < stringForm.Length; i++) {
            width = Mathf.Max(width, stringForm[i].Length);
            for(int j = 0; j < stringForm[i].Length; j++) {
                if(stringForm[i][j].CompareTo('1') == 0)
                    blocks ++;
            }
        }

        if(isMirrowed) {
            string[] newStringForm = new string[stringForm.Length];
            int j = 0;
            for(int i = stringForm.Length - 1; i >= 0; i--) {
                newStringForm[j++] = stringForm[i];
            }
            stringForm = newStringForm;
        }

        sprites = new Sprite[blocks];
        int iSprite = 0;
        for(int i = 0; i < stringForm.Length; i++) {
            for(int j = 0; j < stringForm[i].Length; j++) {
                if(stringForm[i][j].CompareTo('1') == 0) {
                    Vector3 moveTo = new Vector3(((float)j-(float)width/2f+0.5f)*SPRITE_WIDTH, (-(float)i+(float)height/2f-0.5f)*SPRITE_WIDTH, 0);
                    sprites[iSprite++] = spriteManager.AddSprite(gameObject, SPRITE_WIDTH, SPRITE_WIDTH,
                        new Vector2(1f*colorIndex/colors, 0),
                        new Vector2(1f/colors, 1),
                        moveTo,
                        false);
                }
            }
        }

        if(isRotatable)
            rotatedAngle = 90 * Random.Range(0, 3 + 1);
        if(rotatedAngle > 0)
            Rotate(0);	// Update rotation
    }