Exemple #1
0
        public void Draw(SpriteOverlay sprite)
        {
            var IsNotInBorder = sprite.position.x > Parameters.border.Left || sprite.position.x <-Parameters.border.Right ||
                                                                                                 sprite.position.y> Parameters.border.Up || sprite.position.y < -Parameters.border.Down;

            if (IsNotInBorder)
            {
                remove(sprite);
            }
            else
            {
                AddSpriteToGame(sprite);
            }
        }
Exemple #2
0
 void SetSprite()
 {
     if (sprites.Length >= (int)currentSprite - 1 && (int)currentSprite >= 0 && SRenderer.sprite != sprites[(int)currentSprite])
     {
         SRenderer.sprite = sprites[(int)currentSprite];
     }
     if (doIdle)
     {
         SpriteOverlay overlay = GetComponent <SpriteOverlay>();
         if (overlay)
         {
             overlay.OnChangedSprite();
         }
     }
 }
Exemple #3
0
    void UpdatePlayerSprites()
    {
        for (int i = 0; i < playerSprites.Length; i++)
        {
            if (playerSprites[i] == null)
            {
                continue;
            }
            hudSprites[i].sprite = playerSprites[i].sprite;
            SpriteOverlay ov = playerSprites[i].gameObject.GetComponent <SpriteOverlay>();
            overlayHudSprites[i].gameObject.transform.localPosition = ov.currentOFfset;

            if (overlayHudSprites[i].sprite != ov.SRenderer.sprite)
            {
                overlayHudSprites[i].sprite = ov.SRenderer.sprite;
            }
        }
    }
Exemple #4
0
    // Use this for initialization
    void Start()
    {
        baseMoveSpeed = MoveSpeed;
        _rigid        = GetComponent <Rigidbody2D>();
        SpriteR       = GetComponent <SpriteRenderer>();

        SAnimation = GetComponent <SheetAnimation>();
        Pcolor     = GetComponent <PlayerHit>().color;
        overlay    = GetComponent <SpriteOverlay>();
        if (currentAxis == 0 && InputManager.GetAxis("Horizontal", playerID) != 0)
        {
            ChangeAxis();
        }

        /*
         * GameObject clones = new GameObject("test clones");
         * testClone = new GameObject();
         * testClone.transform.parent = clones.transform;
         * testClone.AddComponent<SpriteRenderer>().sprite = SpriteR.sprite;
         * testClone.GetComponent<SpriteRenderer>().sortingOrder = SpriteR.sortingOrder - 1;
         * testClone.transform.localScale = new Vector3(testClone.transform.localScale.x * 0.3f, testClone.transform.localScale.y * 0.3f, testClone.transform.localScale.z);
         *
         * testClone2 = new GameObject();
         * testClone2.transform.parent = clones.transform;
         * testClone2.AddComponent<SpriteRenderer>().sprite = SpriteR.sprite;
         * testClone2.GetComponent<SpriteRenderer>().flipY = true;
         * testClone2.GetComponent<SpriteRenderer>().sortingOrder = SpriteR.sortingOrder - 2;
         * testClone2.GetComponent<SpriteRenderer>().color = Color.yellow;
         * testClone2.transform.localScale = new Vector3(testClone2.transform.localScale.x * 0.3f, testClone2.transform.localScale.y * 0.3f, testClone2.transform.localScale.z);
         *
         * for (int i = 0; i < testClones.Length; i++)
         * {
         *  testClones[i] = new GameObject();
         *  testClones[i].transform.parent = clones.transform;
         *  testClones[i].AddComponent<SpriteRenderer>().sprite = SpriteR.sprite;
         *  testClones[i].GetComponent<SpriteRenderer>().flipY = true;
         *  testClones[i].GetComponent<SpriteRenderer>().sortingOrder = SpriteR.sortingOrder - 3;
         *  testClones[i].GetComponent<SpriteRenderer>().color = Color.magenta;
         *  testClones[i].transform.localScale = new Vector3(testClones[i].transform.localScale.x * 0.3f, testClones[i].transform.localScale.y * 0.3f + ((float)i / 25f), testClones[i].transform.localScale.z);
         * }
         */
    }
Exemple #5
0
 public Monster_AI(SpriteOverlay sprite)
 {
     Sprite = sprite;
 }
Exemple #6
0
        private void ProcessColor(SpriteOverlay overlay, BlockType Id)
        {
            switch (Id)
            {
            case BlockType.Grass:
                overlay.color = new Color(100, 200, 50);
                break;

            case BlockType.Dirt:
                overlay.color = new Color(200, 100, 50);
                break;

            case BlockType.Stone:
                overlay.color = new Color(156, 159, 161);
                break;

            case BlockType.Wood:
                overlay.color = new Color(153, 51, 0);
                break;

            case BlockType.Leaves:
                overlay.color = new Color(102, 153, 51);
                break;

            case BlockType.CoalOre:
                overlay.color = new Color(0, 0, 0);
                break;

            case BlockType.IronOre:
                overlay.color = new Color(203, 205, 205);
                break;

            case BlockType.GoldOre:
                overlay.color = new Color(153, 153, 0);
                break;

            case BlockType.DiamondOre:
                overlay.color = new Color(134, 255, 255);
                break;

            case BlockType.Planks:
                overlay.color = new Color(170, 103, 0);
                break;

            case BlockType.CraftingTable:
                overlay.color = new Color(96, 101, 1);
                break;

            case BlockType.Furnance:
                overlay.color = new Color(255, 161, 114);
                break;

            case BlockType.Water:
                overlay.color = new Color(0, 255, 204);
                break;

            case BlockType.Lava:
                overlay.color = new Color(255, 0, 51);
                break;

            case BlockType.Sand:
                overlay.color = new Color(204, 255, 51);
                break;
            }
        }