Exemple #1
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        static ProjectileType()
        {
            //AssaultRifle
            AssaultRifleBullet._damage           = 2.0f;
            AssaultRifleBullet._speed            = 20.0f;
            AssaultRifleBullet._range            = 50.0f;
            AssaultRifleBullet._radius           = 0.075f;
            AssaultRifleBullet.VisibleEntitySize = AssaultRifleBullet._radius * 2;
            AssaultRifleBullet._density          = 10.0f;
            AssaultRifleBullet.AnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Projectiles/AssaultRifleBullet", 1, 1, AssaultRifleBullet.VisibleEntitySize);
            AssaultRifleBullet.AnimationDuration = 1.0f;
            AssaultRifleBullet.DrawLayer         = DrawLayers.GameElements.UpperParticles;
            AssaultRifleBullet.DeathParticle     = ParticleType.AssaultRifleBulletDeath;

            //EnergyShot
            EnergyShot._damage            = 15.0f;
            EnergyShot._speed             = 12.0f;
            EnergyShot._range             = 25.0f;
            EnergyShot._radius            = 0.5f;
            EnergyShot.VisibleEntitySize  = EnergyShot._radius * 2;
            EnergyShot._density           = 100.0f;
            EnergyShot.AnimationSequence  = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Projectiles/EnergyBall", 4, 1, EnergyShot.VisibleEntitySize);
            EnergyShot.AnimationDuration  = 0.15f;
            EnergyShot.GlowEntitySize     = EnergyShot.VisibleEntitySize * 2;
            EnergyShot.GlowSpriteSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Projectiles/EnergyBallGlow", 4, 1, EnergyShot.GlowEntitySize);
            EnergyShot.DrawLayer          = DrawLayers.GameElements.UpperParticles;
            EnergyShot.DeathParticle      = ParticleType.EnergyRifleBulletDeath;
        }
Exemple #2
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 public AnimatedSprite(SpriteAnimationSequence spriteAnimationSequence, float entitySize, float animationDuration, float drawLayer, bool shouldRepeat)
 {
     _animationSequence = spriteAnimationSequence;
     this._entitySize   = entitySize;
     _animationDuration = animationDuration;
     _shouldRepeat      = shouldRepeat;
     DrawLayer          = drawLayer;
 }
Exemple #3
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 public AnimatedSprite(String spriteResource, int xFrames, int yFrames, float entitySize, float animationDuration, float drawLayer)
 {
     _animationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence(spriteResource, xFrames, yFrames, entitySize);
     _animationDuration = animationDuration;
     _entitySize        = entitySize;
     _shouldRepeat      = true;
     DrawLayer          = drawLayer;
 }
Exemple #4
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 public DrawableGameObject(Vector2 startingPosition, SpriteAnimationSequence spriteSequence, float entitySize, float animationDuration, float drawLayer)
     : base(startingPosition)
 {
     if (spriteSequence != null)
     {
         _sprite = new AnimatedSprite(spriteSequence, entitySize, animationDuration, drawLayer);
         _sprite.RandomizeFrame();
     }
 }
Exemple #5
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 static CollectibleType()
 {
     //ObjectiveType
     ObjectiveType._radius           = 1f;
     ObjectiveType.VisibleEntitySize = ObjectiveType._radius * 8;
     ObjectiveType.AnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Collectables/Collectable", 1, 1, ObjectiveType.VisibleEntitySize);
     ObjectiveType.AnimationDuration = 3.0f;
     ObjectiveType.DrawLayer         = DrawLayers.GameElements.Collectibles;
     ObjectiveType._miniMapSprite    = new AnimatedSprite("Minimap/CollectableMinimap", 1, 1, MapTile.TileSideLength / 2, 1.0f, DrawLayers.HUD.Minimap_important_elements);
 }
Exemple #6
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        public static SpriteAnimationSequence newOrExistingSpriteAnimationSequence(String spriteResource, int xFrames, int yFrames, float entitySize)
        {
            SpriteAnimationSequence sequence;

            if (ExisitingSequences.ContainsKey(spriteResource))
            {
                sequence = ExisitingSequences[spriteResource];
            }
            else
            {
                sequence = new SpriteAnimationSequence(spriteResource, xFrames, yFrames, entitySize);
                ExisitingSequences[spriteResource] = sequence;
            }
            return(sequence);
        }
Exemple #7
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        public static void Initialize()
        {
            //ParasiteType Death
            ParasiteDeath._spriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Enemies/ParasiteDeath", 4, 1, CharacterType.ParasiteType.VisibleEntitySize);
            ParasiteDeath._animationDuration       = 0.3f;
            ParasiteDeath.DrawLayer   = DrawLayers.GameElements.LowerParticles;
            ParasiteDeath._entitySize = CharacterType.ParasiteType.VisibleEntitySize;
            ParasiteDeath.Lifespan    = 4.0f;

            //SwarmerType Death
            SwarmerDeath._spriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Enemies/SwarmerDeath", 4, 1, CharacterType.SwarmerType.VisibleEntitySize);
            SwarmerDeath._animationDuration       = 0.3f;
            SwarmerDeath.DrawLayer   = DrawLayers.GameElements.LowerParticles;
            SwarmerDeath._entitySize = CharacterType.SwarmerType.VisibleEntitySize;
            SwarmerDeath.Lifespan    = 4.0f;

            //Assault Rifle Bullet Death
            AssaultRifleBulletDeath._entitySize = ProjectileType.AssaultRifleBullet.VisibleEntitySize * 1.5f;
            AssaultRifleBulletDeath._spriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Projectiles/AssaultRifleBulletDeath", 3, 1, AssaultRifleBulletDeath._entitySize);
            AssaultRifleBulletDeath._animationDuration       = 0.25f;
            AssaultRifleBulletDeath.DrawLayer = DrawLayers.GameElements.UpperParticles;
            AssaultRifleBulletDeath.Lifespan  = AssaultRifleBulletDeath._animationDuration;

            //Energy Rifle Bullet Death
            EnergyRifleBulletDeath._entitySize = ProjectileType.EnergyShot.VisibleEntitySize * 2f;
            EnergyRifleBulletDeath._spriteAnimationSequence    = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Projectiles/EnergyBallDeath", 4, 1, EnergyRifleBulletDeath._entitySize);
            EnergyRifleBulletDeath._animationDuration          = 0.15f;
            EnergyRifleBulletDeath.GlowSpriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Projectiles/EnergyBallDeathGlow", 4, 1, EnergyRifleBulletDeath._entitySize);
            EnergyRifleBulletDeath.DrawLayer = DrawLayers.GameElements.UpperParticles;
            EnergyRifleBulletDeath.Lifespan  = EnergyRifleBulletDeath._animationDuration;

            //SwarmerType Attack
            SwarmerAttack._entitySize = Swarmer.AttackRange / 7f;
            SwarmerAttack._spriteAnimationSequence    = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Projectiles/SwarmerBolt", 4, 1, SwarmerAttack._entitySize);
            SwarmerAttack.GlowSpriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Projectiles/SwarmerBoltGlow", 4, 1, SwarmerAttack._entitySize);
            SwarmerAttack._animationDuration          = 0.3f;
            SwarmerAttack.DrawLayer = DrawLayers.GameElements.UpperParticles;
            SwarmerAttack.Lifespan  = 0.3f;
        }
Exemple #8
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        public static void Initialize()
        {
            //PlayerType
            PlayerType = new CharacterType();
            PlayerType._physicalEntitySize     = 1.0f;
            PlayerType.SpriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Player", 1, 1, PlayerType._physicalEntitySize * 1.3f);
            PlayerType.AnimationDuration       = 1.0f;
            PlayerType.DrawLayer         = DrawLayers.GameElements.Characters;
            PlayerType._objectShape      = ObjectShapes.CIRCLE;
            PlayerType._density          = 1.0f;
            PlayerType._maxTurningTorque = 1.0f;
            PlayerType._maxMovementForce = 80.0f;
            PlayerType._health           = 150;
            PlayerType._linearDampening  = 10f;
            PlayerType.MinimapSprite     = new StaticSprite("Minimap/PlayerMinimap", MapTile.TileSideLength / 2, DrawLayers.HUD.Minimap_important_elements);

            //SillyBoxType
            SillyBoxType = new CharacterType();
            SillyBoxType._physicalEntitySize     = 1.0f;
            SillyBoxType.SpriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("TestImages/Box", 17, 1, SillyBoxType._physicalEntitySize);
            SillyBoxType.AnimationDuration       = 1.0f;
            SillyBoxType.DrawLayer         = DrawLayers.GameElements.Characters;
            SillyBoxType._objectShape      = ObjectShapes.RECTANGLE;
            SillyBoxType._density          = 1.0f;
            SillyBoxType._maxTurningTorque = 1.0f;
            SillyBoxType._maxMovementForce = 300.0f;
            SillyBoxType._linearDampening  = 0.0f;
            SillyBoxType._health           = 10;

            //ParasiteType
            ParasiteType = new CharacterType();
            ParasiteType._physicalEntitySize     = 0.8f;
            ParasiteType.VisibleEntitySize       = ParasiteType._physicalEntitySize * 6f / 4f;
            ParasiteType.SpriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Enemies/Parasite", 5, 1, ParasiteType._physicalEntitySize * 6f / 4f);
            ParasiteType.AnimationDuration       = 0.23f;
            ParasiteType.DrawLayer         = DrawLayers.GameElements.Characters;
            ParasiteType._objectShape      = ObjectShapes.CIRCLE;
            ParasiteType._density          = 1.0f;
            ParasiteType._maxTurningTorque = 1.0f;
            ParasiteType._maxMovementForce = 100.0f;
            ParasiteType._health           = 20;
            ParasiteType.MainAttackDamage  = 5.0f;
            ParasiteType._linearDampening  = 10f;
            ParasiteType.MinimapSprite     = new StaticSprite("Minimap/EnemyMinimap", MapTile.TileSideLength / 5, DrawLayers.HUD.Minimap_normal_elements);
            ParasiteType.DeathParticle     = ParticleType.ParasiteDeath;
            ParasiteType.DeathSound        = "squish";

            //SwarmerType
            SwarmerType = new CharacterType();
            SwarmerType._physicalEntitySize     = 1.3f;
            SwarmerType.VisibleEntitySize       = SwarmerType._physicalEntitySize * 5.0f / 4.0f;
            SwarmerType.SpriteAnimationSequence = SpriteAnimationSequence.newOrExistingSpriteAnimationSequence("Enemies/Swarmer", 7, 1, SwarmerType.VisibleEntitySize);
            SwarmerType.AnimationDuration       = 0.5f;
            SwarmerType.DrawLayer         = DrawLayers.GameElements.Characters;
            SwarmerType._objectShape      = ObjectShapes.CIRCLE;
            SwarmerType._density          = 1.0f;
            SwarmerType._maxTurningTorque = 1.0f;
            SwarmerType._maxMovementForce = 140.0f;
            SwarmerType._health           = 29;
            SwarmerType.MainAttackDamage  = 8.0f;
            SwarmerType._linearDampening  = 10f;
            SwarmerType.MinimapSprite     = new StaticSprite("Minimap/EnemyMinimap", MapTile.TileSideLength / 4, DrawLayers.HUD.Minimap_normal_elements);
            SwarmerType.DeathParticle     = ParticleType.SwarmerDeath;
            SwarmerType.DeathSound        = "squish";
        }
Exemple #9
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 public AnimatedSprite(SpriteAnimationSequence spriteAnimationSequence, float entitySize, float animationDuration, float drawLayer)
     : this(spriteAnimationSequence, entitySize, animationDuration, drawLayer, true)
 {
 }