Exemple #1
0
        public async Task <ICharacter> LoadAsync(IGame game)
        {
            _game = game;
            IGameFactory       factory    = game.Factory;
            AGSLoadImageConfig loadConfig = new AGSLoadImageConfig(new AGS.API.Point(0, 0));

            IOutfit outfit = await factory.Outfit.LoadOutfitFromFoldersAsync(_baseFolder,
                                                                             walkLeftFolder : "Walk/left", walkDownFolder : "Walk/down", walkRightFolder : "Walk/right", walkUpFolder : "Walk/up",
                                                                             idleLeftFolder : "Idle/left", idleDownFolder : "Idle/down", idleRightFolder : "Idle/right", idleUpFolder : "Idle/up",
                                                                             speakLeftFolder : "Talk/left", speakDownFolder : "Talk/down", speakRightFolder : "Talk/right", speakUpFolder : "Talk/up",
                                                                             loadConfig : loadConfig);

            _character = factory.Object.GetCharacter("Beman", outfit).Remember(_game, character =>
            {
                _character = character;
                subscribeEvents();
            });
            _character.SpeechConfig.TextConfig = AGSTextConfig.ChangeColor(_character.SpeechConfig.TextConfig, Colors.CornflowerBlue, Colors.Black, 1f);
            _character.SpeechConfig.TextOffset = new PointF(0f, -10f);

            //Uncomment for portrait

            /*
             * var portrait = game.Factory.Object.GetObject("BemanPortrait");
             * portrait.StartAnimation(game.Factory.Graphics.LoadAnimationFromFolder(_baseFolder + "Talk/down"));
             * portrait.Border = AGSBorders.SolidColor(Colors.AliceBlue, 3f, true);
             * portrait.Visible = false;
             * portrait.RenderLayer = AGSLayers.Speech;
             * portrait.IgnoreViewport = true;
             * portrait.IgnoreScalingArea = true;
             * game.State.UI.Add(portrait);
             * _character.SpeechConfig.PortraitConfig = new AGSPortraitConfig { Portrait = portrait, Positioning = PortraitPositioning.Alternating };
             */

            var speakAnimation = _character.Outfit[AGSOutfit.Speak];

            Characters.RandomAnimationDelay(speakAnimation.Left);
            Characters.RandomAnimationDelay(speakAnimation.Right);
            Characters.RandomAnimationDelay(speakAnimation.Down);
            Characters.RandomAnimationDelay(speakAnimation.Up);

            _character.StartAnimation(_character.Outfit[AGSOutfit.Idle].Down);
            _character.Hotspot = "Beman";
            _character.PixelPerfect(true);

            Characters.Beman = _character;

            _dialogs.Load(game);
            return(_character);
        }
Exemple #2
0
        public async Task <ICharacter> LoadAsync(IGame game)
        {
            AGSLoadImageConfig loadConfig = new AGSLoadImageConfig(new AGS.API.Point(0, 0));

            var footstep = await game.Factory.Sound.LoadAudioClipAsync("../../Assets/Sounds/151238__owlstorm__hard-female-footstep-2.wav");

            ISoundEmitter emitter = new AGSSoundEmitter(game);

            emitter.AudioClip = footstep;

            IOutfit outfit = await game.Factory.Outfit.LoadOutfitFromFoldersAsync(_baseFolder, walkLeftFolder : "Walk/left",
                                                                                  walkDownFolder : "Walk/front", idleLeftFolder : "Idle/left", idleDownFolder : "Idle/front",
                                                                                  speakLeftFolder : "Talk", loadConfig : loadConfig);

            _character = game.Factory.Object.GetCharacter("Cris", outfit).Remember(game, c => _character = c);
            _character.SpeechConfig.TextConfig = AGSTextConfig.ChangeColor(_character.SpeechConfig.TextConfig, Colors.OrangeRed, Colors.Black, 1f);
            var approach = _character.AddComponent <IApproachComponent>();

            approach.ApproachStyle.ApproachWhenVerb["Talk"] = ApproachHotspots.WalkIfHaveWalkPoint;
            emitter.Object = _character;


            //Uncomment for portrait

            /*
             * var portrait = game.Factory.Object.GetObject("CrisPortrait");
             * portrait.StartAnimation(game.Factory.Graphics.LoadAnimationFromFolder(_baseFolder + "Talk"));
             * portrait.Border = AGSBorders.SolidColor(Colors.AliceBlue, 3f, true);
             * portrait.Visible = false;
             * portrait.RenderLayer = AGSLayers.Speech;
             * portrait.IgnoreViewport = true;
             * portrait.IgnoreScalingArea = true;
             * game.State.UI.Add(portrait);
             * _character.SpeechConfig.PortraitConfig = new AGSPortraitConfig { Portrait = portrait, Positioning = PortraitPositioning.Alternating };
             */

            var speakAnimation = _character.Outfit[AGSOutfit.Speak];

            Characters.RandomAnimationDelay(speakAnimation.Left);
            Characters.RandomAnimationDelay(speakAnimation.Right);
            emitter.Assign(_character.Outfit[AGSOutfit.Walk], 1, 5);

            _character.StartAnimation(_character.Outfit[AGSOutfit.Idle].Down);
            _character.DisplayName    = "Cris";
            _character.IsPixelPerfect = true;

            Characters.Cris = _character;
            return(_character);
        }
Exemple #3
0
        public async Task <IRoom> LoadAsync(IGame game)
        {
            _game = game;
            _game.Events.OnSavedGameLoad.Subscribe(onSavedGameLoaded);
            _player = game.State.Player;
            IGameFactory factory = game.Factory;

            _room = factory.Room.GetRoom("Broken Curb Street", 20f, 310f, 190f, 10f);

            //todo: temporary removed loading the flac file as it crashes on windows after migrating to dotnet standard
            //_room.MusicOnLoad = await factory.Sound.LoadAudioClipAsync("Sounds/01_Ghosts_I.flac");

            IObject bg = factory.Object.GetObject("Broken Curb BG");

            bg.Image = await factory.Graphics.LoadImageAsync(_baseFolder + "bg.png");

            _room.Background = bg;

            var device = AGSGame.Device;
            await factory.Room.GetAreaAsync(_baseFolder + "walkable1.png", _room, isWalkable : true);

            await factory.Room.GetAreaAsync(_baseFolder + "walkable2.png", _room, isWalkable : true);

            await factory.Room.GetAreaAsync(_baseFolder + "walkable3.png", _room, isWalkable : true);

            await factory.Room.GetAreaAsync(_baseFolder + "walkable4.png", _room, isWalkable : true);

            _room.Areas[1].Enabled = false;
            factory.Room.CreateScaleArea(_room.Areas[0], 0.50f, 0.90f);
            factory.Room.CreateScaleArea(_room.Areas[2], 0.40f, 0.50f);
            factory.Room.CreateScaleArea(_room.Areas[3], 1.20f, 1.20f);

            await factory.Room.GetAreaAsync(_baseFolder + "walkbehind1.png", _room, isWalkBehind : true);

            await factory.Room.GetAreaAsync(_baseFolder + "walkbehind2.png", _room, isWalkBehind : true);

            IObject wallHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "wallHotspot.png", "Wall", _room);

            IObject graffitiHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "graffitiHotspot.png", "Graffiti", _room);

            IObject doorHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "doorHotspot.png", "Door", _room);

            doorHotspot.Z     = wallHotspot.Z - 1;
            graffitiHotspot.Z = wallHotspot.Z - 1;

            IObject manholeHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "manholeHotspot.png", "Manhole", _room);

            IObject roadHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "roadHotspot.png", "Road", _room);

            roadHotspot.Z    = 100f;
            manholeHotspot.Z = roadHotspot.Z - 1;

            await factory.Object.GetHotspotAsync(_baseFolder + "barrierHotspot.png", "Barrier", _room);

            await factory.Object.GetHotspotAsync(_baseFolder + "bloodySidewalkHotspot.png", "Bloody Sidewalk", _room);

            await factory.Object.GetHotspotAsync(_baseFolder + "brokenCurbHotspot.png", "Broken Curb", _room);

            await factory.Object.GetHotspotAsync(_baseFolder + "curbHotspot.png", "Curb", _room);

            await factory.Object.GetHotspotAsync(_baseFolder + "sidewalkHotspot.png", "Sidewalk", _room);

            await factory.Object.GetHotspotAsync(_baseFolder + "slimeHotspot.png", "Slime", _room);

            IObject panel = factory.Object.GetAdventureObject("Panel", _room);

            panel.DisplayName = "Panel";
            IAnimation panelAnimation = await factory.Graphics.LoadAnimationFromFolderAsync(_baseFolder + "Panel");

            Characters.RandomAnimationDelay(panelAnimation);
            panel.StartAnimation(panelAnimation);
            panel.Position = (195, 145, 110);
            panel.GetComponent <IHotspotComponent>().Interactions.OnInteract(AGSInteractions.INTERACT).Subscribe(_ => panel.Animation.State.IsPaused = !panel.Animation.State.IsPaused);

            subscribeEvents();

            return(_room);
        }
Exemple #4
0
        public async Task <IRoom> LoadAsync(IGame game)
        {
            _game = game;
            _game.Events.OnSavedGameLoad.Subscribe((sender, e) => onSavedGameLoaded());
            _player = game.State.Player;
            IGameFactory factory = game.Factory;

            _room = factory.Room.GetRoom("Broken Curb Street", 20f, 310f, 190f, 10f);

            //todo: temporary removed loading the flac file as it crashes on windows after migrating to dotnet standard
            //_room.MusicOnLoad = await factory.Sound.LoadAudioClipAsync("../../Assets/Sounds/01_Ghosts_I.flac");

            IObject bg = factory.Object.GetObject("Broken Curb BG");

            bg.Image = await factory.Graphics.LoadImageAsync(_baseFolder + "bg.png");

            _room.Background = bg;

            var           device     = AGSGame.Device;
            AGSMaskLoader maskLoader = new AGSMaskLoader(factory, new ResourceLoader(device.FileSystem, device.Assemblies), device.BitmapLoader);

            _room.Areas.Add(AGSWalkableArea.Create("BrokenCurbWalkable1", await maskLoader.LoadAsync(_baseFolder + "walkable1.png")));
            _room.Areas.Add(AGSWalkableArea.Create("BrokenCurbWalkable2", await maskLoader.LoadAsync(_baseFolder + "walkable2.png")));
            _room.Areas.Add(AGSWalkableArea.Create("BrokenCurbWalkable3", await maskLoader.LoadAsync(_baseFolder + "walkable3.png")));
            _room.Areas.Add(AGSWalkableArea.Create("BrokenCurbWalkable4", await maskLoader.LoadAsync(_baseFolder + "walkable4.png")));
            _room.Areas[1].Enabled = false;
            AGSScalingArea.Create(_room.Areas[0], 0.50f, 0.90f);
            AGSScalingArea.Create(_room.Areas[2], 0.40f, 0.50f);
            AGSScalingArea.Create(_room.Areas[3], 1.20f, 1.20f);

            _room.Areas.Add(AGSWalkBehindArea.Create("BrokenCurbWalkBehind1", maskLoader.Load(_baseFolder + "walkbehind1.png")));
            _room.Areas.Add(AGSWalkBehindArea.Create("BrokenCurbWalkBehind2", maskLoader.Load(_baseFolder + "walkbehind2.png")));

            IObject wallHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "wallHotspot.png", "Wall");

            IObject graffitiHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "graffitiHotspot.png", "Graffiti");

            IObject doorHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "doorHotspot.png", "Door");

            doorHotspot.Z     = wallHotspot.Z - 1;
            graffitiHotspot.Z = wallHotspot.Z - 1;

            IObject manholeHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "manholeHotspot.png", "Manhole");

            IObject roadHotspot = await factory.Object.GetHotspotAsync(_baseFolder + "roadHotspot.png", "Road");

            manholeHotspot.Z = roadHotspot.Z - 1;

            _room.Objects.Add(await factory.Object.GetHotspotAsync(_baseFolder + "barrierHotspot.png", "Barrier"));
            _room.Objects.Add(await factory.Object.GetHotspotAsync(_baseFolder + "bloodySidewalkHotspot.png", "Bloody Sidewalk"));
            _room.Objects.Add(await factory.Object.GetHotspotAsync(_baseFolder + "brokenCurbHotspot.png", "Broken Curb"));
            _room.Objects.Add(await factory.Object.GetHotspotAsync(_baseFolder + "curbHotspot.png", "Curb"));
            _room.Objects.Add(doorHotspot);
            _room.Objects.Add(graffitiHotspot);
            _room.Objects.Add(manholeHotspot);
            _room.Objects.Add(roadHotspot);
            _room.Objects.Add(await factory.Object.GetHotspotAsync(_baseFolder + "sidewalkHotspot.png", "Sidewalk"));
            _room.Objects.Add(await factory.Object.GetHotspotAsync(_baseFolder + "slimeHotspot.png", "Slime"));
            _room.Objects.Add(wallHotspot);

            IObject panel = factory.Object.GetObject("Panel");

            panel.Hotspot = "Panel";
            IAnimation panelAnimation = await factory.Graphics.LoadAnimationFromFolderAsync(_baseFolder + "Panel");

            Characters.RandomAnimationDelay(panelAnimation);
            panel.StartAnimation(panelAnimation);
            panel.X = 195;
            panel.Y = 145;
            panel.Z = 110;
            panel.Interactions.OnInteract(AGSInteractions.INTERACT).Subscribe((sender, args) => panel.Animation.State.IsPaused = !panel.Animation.State.IsPaused);
            _room.Objects.Add(panel);

            subscribeEvents();

            return(_room);
        }