public GameObject() { LocalPosition = Engine.Point.Zero; velocity = Engine.Point.Zero; speed = 0; Visible = true; }
/// <summary> /// /// </summary> /// <param name="width">The new width of the ViewPort (PaintualCanvas)</param> /// <param name="height">The new height of the ViewPort (PaintualCanvas)</param> /// <remarks>Called by PaintualCanvas consequence of a request from Workflow.DrawingBoardSizeRequested event</remarks> public void DrawingBoardSizeChanged(int width, int height) { t_drawingBoardSize = new Engine.Size(width, height); t_boardCenterPoint = new Engine.Point(t_drawingBoardSize.Width / 2, t_drawingBoardSize.Height / 2); SetOriginToZeroIfNeeded(); // for first display of image zoomed to fit the viewport, see SetViewPortSize() }
public FallowingEnemy(Level level, Engine.Point startPosition) { this.level = level; this.startPosition = startPosition; Path = new Stack <MatrixNode>(); LoadAnimation(Resources.test, "idle", true, 0.1f); this.Reset(); }
private void UpdateMousePosition() { System.Drawing.Point mousePos = Cursor.Position; mousePos = _openGLControl.PointToClient(mousePos); // Now use our point definition, Engine.Point adjustedMousePoint = new Engine.Point(); adjustedMousePoint.X = (float)mousePos.X - ((float)_parentForm.ClientSize.Width / 2); adjustedMousePoint.Y = ((float)_parentForm.ClientSize.Height / 2) - (float)mousePos.Y; Position = adjustedMousePoint; }
private Point GetMousePosition(Vector origin, double width, double height) { System.Drawing.Point mousePos = Cursor.Position; mousePos = _openGLControl.PointToClient(mousePos); double x = (double)mousePos.X / ((double)_openGLControl.ClientSize.Width); double y = (double)mousePos.Y / ((double)_openGLControl.ClientSize.Height); Engine.Point adjustedMousePoint = new Engine.Point(); adjustedMousePoint.X = (float)Interpolation.Lerp(x, 0, 1, origin.X - (width / 2), origin.X + (width / 2)); adjustedMousePoint.Y = (float)Interpolation.Lerp(y, 0, 1, origin.Y + (height / 2), origin.Y - (height / 2)); return(adjustedMousePoint); }
public Player(Level level, Engine.Point startPosition) : base() { this.level = level; this.startPosition = startPosition; // load all animations LoadAnimation(Resources.test, "idle", true, 0.1f); //TODO change path to general this.Rectangle = new Rectangle(0, 0, 32, 32); Reset(); }
public void Draw(Graphics graphics, Engine.Point position) { PointF pos = new PointF(position.X, position.Y); graphics.DrawImage(bitmaps[sheetIndex], pos); }
public ImagePositionChangedEventArgs(Engine.Point originPoint) { OriginPoint = originPoint; }
public void RepositionImage(double newX, double newY) { t_originPoint = new Engine.Point((int)newX, (int)newY); }
internal bool Intersects(Engine.Point mousePosition) { return(Intersects(mousePosition.X, mousePosition.Y)); }
private Point GetMousePosition(Vector origin, double width, double height) { System.Drawing.Point mousePos = Cursor.Position; mousePos = _openGLControl.PointToClient(mousePos); double x = (double)mousePos.X / ((double)_openGLControl.ClientSize.Width); double y = (double)mousePos.Y / ((double)_openGLControl.ClientSize.Height); Engine.Point adjustedMousePoint = new Engine.Point(); adjustedMousePoint.X = (float)Interpolation.Lerp(x, 0, 1, origin.X - (width / 2), origin.X + (width / 2)); adjustedMousePoint.Y = (float)Interpolation.Lerp(y, 0, 1, origin.Y + (height / 2),origin.Y - (height / 2)); return adjustedMousePoint; }
public virtual void Reset() { velocity = Engine.Point.Zero; }
private void UpdateMousePosition() { System.Drawing.Point mousePos = Cursor.Position; mousePos = openGLControl.PointToClient(mousePos); // Now use our point definition Engine.Point adjustedMousePoint = new Engine.Point(); adjustedMousePoint.X = (float)mousePos.X - ((float)parentForm.ClientSize.Width / 2); adjustedMousePoint.Y = ((float)parentForm.ClientSize.Height / 2) - (float)mousePos.Y; Position = adjustedMousePoint; }
public override void Update(float currentFps) { Engine.Point previousPosition = LocalPosition; if (UserInputController.KeyPressed(Keys.D)) { this.MoveRight(); } if (UserInputController.KeyPressed(Keys.A)) { this.MoveLeft(); } if (UserInputController.KeyPressed(Keys.W)) { this.MoveUp(); } if (UserInputController.KeyPressed(Keys.S)) { this.MoveDown(); } foreach (var item in level.GetChildrens()) { if (item is FallowingEnemy) { if (this.BoundingBox.IntersectsWith(item.Rectangle)) { this.Die(); } } if (item is Tile) { if (this.velocity.X > 0 && Collision.IsTouchingLeft(this.velocity, this.BoundingBox, item)) { this.velocity.X = 0; } if (this.velocity.X < 0 && Collision.IsTouchingRight(this.velocity, this.BoundingBox, item)) { this.velocity.X = 0; } if (this.velocity.Y < 0 && Collision.IsTouchingBottom(this.velocity, this.BoundingBox, item)) { this.velocity.Y = 0; } if (this.velocity.Y > 0 && Collision.IsTouchingTop(this.velocity, this.BoundingBox, item)) { this.velocity.Y = 0; } } } base.Update(currentFps); if (IsAlive) { LocalPosition += (velocity * walkingSpeed) * (1 / currentFps); velocity = Engine.Point.Zero; this.gun.Update(this.level, this); } }
void SetOriginToBottomCenter() { Origin = new Engine.Point(sprite.Width / 2, sprite.Height); }