Exemple #1
0
        private static void AddAnimation(int row, int col, string image)
        {
            Sprite s      = default(Sprite);
            Bitmap imgObj = default(Bitmap);

            imgObj = GameImage(image);
            imgObj.SetCellDetails(40, 40, 3, 3, 7);

            AnimationScript animation = default(AnimationScript);

            animation = SwinGame.LoadAnimationScript("splash.txt");

            s   = SwinGame.CreateSprite(imgObj, animation);
            s.X = FIELD_LEFT + col * (CELL_WIDTH + CELL_GAP);
            s.Y = FIELD_TOP + row * (CELL_HEIGHT + CELL_GAP);

            s.StartAnimation("splash");
            _Animations.Add(s);
        }
        /// <summary>
        /// Creates an Entity with all the Components of a Poison Zone and adds it to the World.
        /// This Entity represents the Poison Zone the Player can create in the game.
        /// </summary>
        /// <param name="x">The x coordinate the Entity will be created at.</param>
        /// <param name="y">The y coordinate the Entity will be created at.</param>
        public static void CreatePoisonZone(float x, float y)
        {
            //Create Entity and add to world
            ulong newEntity = _world.NextEntityID;

            //Create components and pass to world to send to Systems
            List <Component> components = new List <Component>();

            components.Add(new CPlayerTeam());
            components.Add(new CPosition(x - (POISON_ZONE_SIZE / 2), y - (POISON_ZONE_SIZE / 2), POISON_ZONE_SIZE));
            components.Add(new CPoison(POISON_ZONE_STRENGTH, POISON_ZONE_POISON_DURATION, 0));
            components.Add(new CLifetime(POISON_ZONE_LIFETIME));
            components.Add(new CAppliesDebuff());
            components.Add(new CCollidable());

            Bitmap          bmp        = SwinGame.BitmapNamed("PoisonZone");
            Animation       anim       = SwinGame.CreateAnimation("Poison", SwinGame.AnimationScriptNamed("PoisonZoneAnim"));
            AnimationScript animScript = SwinGame.AnimationScriptNamed("PoisonZoneAnim");

            components.Add(new CAnimation(bmp, anim, animScript));

            _world.AddEntity(newEntity, components);
        }
        /// <summary>
        /// Creates an Entity with all Components for an Explosion Man and adds it to the World.
        /// This Entity represents the exploding wizard the Player can purchase.
        /// </summary>
        public static void CreateExplosionMan()
        {
            //Create Entity and add to world
            ulong newEntity = _world.NextEntityID;

            /// <summary>
            /// Identifies the most populated Enemy Spatial Hash Cell. The Explosion man
            /// will be spawned at the centre of this cell.
            /// </summary>
            CollisionCheckSystem collChkSys = World.GetSystem <CollisionCheckSystem>();
            int     mostPopulatedCell       = collChkSys.EnemyCells.Aggregate((l, r) => l.Value.Count > r.Value.Count ? l : r).Key;
            Point2D pos = collChkSys.CentreOfCell(mostPopulatedCell);

            /// <summary>
            /// Adjust position for Sprite size so Explosion Man spawns at centre.
            /// </summary>
            float atX = pos.X - (EXPLOSION_MAN_SIZE / 2);
            float atY = pos.Y - (EXPLOSION_MAN_SIZE / 2);

            /// <summary>
            /// Animation details for Animation component.
            /// </summary>
            Bitmap          bmp        = SwinGame.BitmapNamed("ExplosionMan");
            Animation       anim       = SwinGame.CreateAnimation("Spawn", SwinGame.AnimationScriptNamed("ExplosionAnim"));
            AnimationScript animScript = SwinGame.AnimationScriptNamed("ExplosionAnim");

            //Create components and pass to world to send to Systems
            List <Component> components = new List <Component>();

            components.Add(new CPlayerTeam());
            components.Add(new CPosition(atX, atY, EXPLOSION_MAN_SIZE));
            components.Add(new CAnimation(bmp, anim, animScript));
            components.Add(new CExplosionMan(mostPopulatedCell));

            _world.AddEntity(newEntity, components);
        }
        /// <summary>
        /// Creates an Entity with all Components of an Archer for the Player team and adds it to the World.
        /// This represents the unit holding a bow which the Player can buy to defend the Castle.
        /// </summary>
        /// <param name="x">The x coordinate where the Entity will be created.</param>
        /// <param name="y">The y coordinate where the Entity will be created.</param>
        public static void CreatePlayerArcher(float x, float y)
        {
            //Create Entity and add to world
            ulong newEntity = _world.NextEntityID;

            //Create components and pass to world to send to Systems
            List <Component> components = new List <Component>();

            components.Add(new CPlayerTeam());
            components.Add(new CPosition(x, y, ARCHER_WIDTH, ARCHER_HEIGHT));
            components.Add(new CAI(PLAYER_ARCHER_RANGE, PLAYER_ARCHER_COOLDOWN, AttackType.Bow));
            components.Add(new CBow(PLAYER_ARROW_SPEED, PLAYER_ARROW_DAMAGE));

            /// <summary>
            /// Details for Animation Component.
            /// </summary>
            Bitmap          bmp        = SwinGame.BitmapNamed("PlayerArcher");
            Animation       anim       = SwinGame.CreateAnimation("Still", SwinGame.AnimationScriptNamed("ArcherManAnims"));
            AnimationScript animScript = SwinGame.AnimationScriptNamed("ArcherManAnims");

            components.Add(new CAnimation(bmp, anim, animScript));

            _world.AddEntity(newEntity, components);
        }
Exemple #5
0
 /// <summary>
 /// Initializes a new instance of the <see cref="T:MyGame.CAnimation"/> class.
 /// </summary>
 /// <param name="img">The Animation image.</param>
 /// <param name="anim">The Animation.</param>
 /// <param name="animScript">The Animation Script containing Animation details.</param>
 public CAnimation(Bitmap img, Animation anim, AnimationScript animScript)
 {
     Img         = img;
     Anim        = anim;
     _animScript = animScript;
 }
        /// <summary>
        /// Creates an Entity with an Animation component and adds it to the world.
        /// This is primarily used for Entities which are just animations so they can be processed
        /// by the Animation Rendering System.
        /// </summary>
        /// <param name="x">The x coordinate the Entity will be created at.</param>
        /// <param name="y">The y coordinate the Entity will be created at.</param>
        /// <param name="anim">The name of the animation to be played.</param>
        /// <param name="img">The Bitmap the animation will operate on.</param>
        /// <param name="animScript">The animation script containing the animation details.</param>
        public static void CreateAnimationEntity(float x, float y, Animation anim, Bitmap img, AnimationScript animScript)
        {
            //Create Entity and add to world
            ulong newEntity = _world.NextEntityID;

            int width  = SwinGame.BitmapWidth(img);
            int height = SwinGame.BitmapHeight(img);

            //Create components and pass to world to send to Systems
            List <Component> components = new List <Component>();

            components.Add(new CPosition(x, y, width, height));
            components.Add(new CAnimation(img, anim, animScript));

            _world.AddEntity(newEntity, components);
        }
Exemple #7
0
 public CStatusAnimation(Type linkedComponent, float xOffset, float yOffset, Bitmap img, Animation anim, AnimationScript animScript) : base(img, anim, animScript)
 {
     _linkedComponent = linkedComponent;
     _xOffset         = xOffset;
     _yOffset         = yOffset;
 }