public override string Initialize() { base.Initialize(); // Animations _Animations = new AnimationSet(); _Animations.AddAnimation(new Animation("Textures/GUI/TextureListBox01_1x1", "Normal", 1, 1, 1.0f)); // Settings _Depth = 0.2f; _DynamicLighting = false; return("TextureBox_GUI"); }
public override string Initialize() { base.Initialize(); // Animations _Animations = new AnimationSet(); _Animations.AddAnimation(new Animation("Textures/GUI/Radar01_1x1", "Normal", 1, 1, 1.0f)); // Settings _Depth = 0.19f; _BlipTex = Application.AppReference.Content.Load <Texture2D>("Textures/GUI/Blip01_1x1"); // Return the name for this class return("Radar_GUI"); }
public override string Initialize() { base.Initialize(); // Animstions _Animations = new AnimationSet(); _Animations.AddAnimation(new Animation("Textures/Misc/Crosshair01_1x1", "Normal", 1, 1, 8.0f)); // Settings _Depth = 0.1f; _CollisionType = CollisionType.None; // Return the name for this class return("Crosshair"); }
public override string Initialize() { base.Initialize(); // Animations _Animations = new AnimationSet(); _Animations.AddAnimation(new Animation("Textures/GUI/Health03_1x1", "Normal", 1, 1, 1.0f)); // Settings _Depth = 0.19f; _DynamicLighting = false; _Font = Application.AppReference.Content.Load <SpriteFont>(FontName); _HPText = "Loading.."; return("Health_GUI"); }
public override string Initialize() { base.Initialize(); // Animations _Animations = new AnimationSet(); //_Animations.AddAnimation(new Animation("Textures/GUI/AmmoBox01_1x1", "Normal", 1, 1, 1.0f)); _DullTexture = Application.AppReference.Content.Load <Texture2D>(DullTexture); _BarTexture = Application.AppReference.Content.Load <Texture2D>(BarTexture); // Settings _Depth = 0.19f; _DynamicLighting = false; _TextFont = Application.AppReference.Content.Load <SpriteFont>(TextFont); return("Ammo_GUI"); }
/// <summary> /// Initializes the entity with the correct settings. /// </summary> /// <returns>The string name of the entity.</returns> public override string Initialize() { base.Initialize(); // Animations _Animations = new AnimationSet(); _Animations.AddAnimation(new Animation("Textures/GUI/Health01_1x1", "Normal", 1, 1, 1f)); // Settings _DynamicLighting = false; _Depth = 0.5f; _Temporary = false; _Spin = new Vector3(0f, 0f, 0.1f); _CollisionType = CollisionType.Passive; new LightSource(_Parent, this, _Position, new Color(0.15f, 0f, 0f, 1f), 150f, 6.28f, Vector3.Zero); return("HealthPack"); }
public override string Initialize() { base.Initialize(); // Animations _Animations = new AnimationSet(); _Animations.AddAnimation(new Animation("Textures/Misc/Bullet01_1x1", "Normal", 1, 1, 8.0f)); // Settings _Depth = 0.82f; _CollisionRadius = 3f; _CollisionType = CollisionType.Active; _DynamicLighting = false; _LifeTime = BulletLifeTime; _Temporary = true; _Speed = BulletSpeed; _Damage = DamageBase + Application.AppReference.Random.Next(DamageVar); _CollisionPeriod = DefaultCollisionPeriod[Application.AppReference.GfxLevel]; return("Bullet"); }
public override string Initialize() { base.Initialize(); // Animations _Animations = new AnimationSet(); Animation normal = new Animation("Textures/Effects/MuzzleFlash01_1x3", "Normal", 1, 3, 20.0f); normal.Loop = 1; _Animations.AddAnimation(normal); _Animations.PlayAnimation("Normal"); // Settings _Depth = 0.18f; _ColourOverlay = MuzzleColour; _LifeTime = DefaultLifeTime; _DynamicLighting = false; _Temporary = true; return("MuzzleFlash"); }