Exemple #1
0
        private void UpdateAngles(float gameSpeed)
        {
            if (_rotateLeft)
            {
                _sprite.Rotate(_rotationSpeed * gameSpeed);
            }
            else
            {
                _sprite.Rotate(-_rotationSpeed * gameSpeed);
            }

            //Keep Seasaw from rotating too far left
            if (_sprite.Angle > 0.32f)
            {
                _sprite.Angle = 0.32f;
                _rotateLeft   = false;
            }

            //Keep Seasaw from rotating too far Right
            if (_sprite.Angle < -0.32f)
            {
                _sprite.Angle = -0.32f;
            }

            //Update the angle variables
            _angle  = _sprite.Angle;
            _angle2 = (FMath.PI / 2) - _angle;
        }
        public void Update()
        {
            if (!_killed)
            {
                //Move Player
                AnimatePlayer();
                Move();
                CheckJump();

                //Stop player from falling through the ground
                if (_sprite.Position.Y < _defaultYPos + _floorHeight)
                {
                    _sprite.Position = new Vector2(_sprite.Position.X, _defaultYPos + _floorHeight);
                    _jump            = false;
                }

                //Rotate Player
                if (_sprite.Angle > _angle)
                {
                    _sprite.Rotate(-0.05f);
                }
                else if (_sprite.Angle < _angle)
                {
                    _sprite.Rotate(0.05f);
                }

                //Reset rotation;
                _angle = 0.0f;
            }
            else
            {
                if (_killedByFire)
                {
                    KillPlayerByFire();
                }
            }

            //Storing Bounds2 box data for collisions
            _min.X   = _sprite.Position.X;
            _min.Y   = _sprite.Position.Y - ((_size * _scale) * 0.5f);
            _max.X   = _sprite.Position.X + ((_size * _scale) * 0.3f);
            _max.Y   = _sprite.Position.Y + ((_size * _scale) * 0.5f);
            _box.Min = _min;
            _box.Max = _max;

            _min.X         = _sprite.Position.X - ((_size * _scale) * 0.5f);
            _min.Y         = _sprite.Position.Y - ((_size * _scale) * 0.5f);
            _max.X         = _sprite.Position.X + ((_size * _scale) * 0.5f);
            _max.Y         = _sprite.Position.Y - ((_size * _scale) * 0.5f);
            _bottomBox.Min = _min;
            _bottomBox.Max = _max;
        }
Exemple #3
0
        public static void love_graphics_draw(TextureInfo drawable, float x, float y, float r, float sx, float sy, float ox, float oy)
        {
            // create a new sprite
            var sprite = new SpriteUV()
            {
                TextureInfo = drawable
            };

            // make the texture 1:1 on screen
            sprite.Quad.S = drawable.TextureSizef;

            // center the sprite around its own .Position
            // (by default .Position is the lower left bit of the sprite)
            sprite.CenterSprite(TRS.Local.TopLeft);

            // our scene only has 2 nodes: scene->sprite
            scene.AddChild(sprite);

            sprite.Position = new Vector2(x - ox, 544 - y + oy);
            sprite.Pivot    = new Vector2(ox, -oy);
            sprite.Scale    = new Vector2(sx, sy);
            sprite.Rotate(-r);
            sprite.BlendMode = BlendMode.Normal;
            sprite.Color     = setColor;
        }
        public void UpdateAngle()
        {
            if (_rotateLeft)
            {
                _sprite.Rotate(-_rotationSpeed);
            }
            else
            {
                _sprite.Rotate(_rotationSpeed);
            }

            if (_sprite.Angle > 0.55f)
            {
                _sprite.Angle = 0.55f;
                _rotateLeft   = false;
            }

            if (_sprite.Angle < -0.55f)
            {
                _sprite.Angle = -0.55f;
            }

            _angle = _sprite.Angle;
        }
Exemple #5
0
        public AmmoItem(Vector2 pos)
        {
            //assign the position of the item
            Position = pos;

            //create a new texture if one doesn't exist yet
            if (AmmoItem.ammoTexture == null)
            {
                ammoTexture = new Texture2D("/Application/data/tiles/ammo.png", false);
            }

            //create a sprite for this specific ammo item
            SpriteUV sprite = new SpriteUV();

            sprite.TextureInfo = new TextureInfo(AmmoItem.ammoTexture);
            sprite.Scale       = new Vector2(0.5f, 0.5f);
            sprite.Pivot       = new Vector2(0.5f, 0.5f);

            //rotate by a random angle
            sprite.Rotation = sprite.Rotation.Rotate(Support.random.Next(-180, 180));

            //schedule this sprite to rotate every frame by a fraction of an angle
            sprite.Schedule((dt) => {
                sprite.Rotate(0.01f);
            }, -1);

            //create an underlying shadow for the item
            SpriteUV shadow = new SpriteUV(new TextureInfo(Bullet.fireTexture));

            shadow.CenterSprite(new Vector2(0.25f, 0.25f));
            shadow.Color = Sce.PlayStation.HighLevel.GameEngine2D.Base.Math.SetAlpha(Colors.Yellow, 0.5f);
            shadow.Scale = new Vector2(2.0f, 2.0f);

            //add a shadow and a sprite to this GameEntity
            this.AddChild(shadow);
            this.AddChild(sprite);

            //calculate the bounds of this AmmoItem
            bounds = new Bounds2();
            sprite.GetlContentLocalBounds(ref bounds);
        }
        public void setRotation(float rotation)
        {
            float degreesToRad = (rotation * Sce.PlayStation.HighLevel.GameEngine2D.Base.Math.Pi) / 180;

            sprite.Rotate(degreesToRad);
        }