Esempio n. 1
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    public override void Start()
    {
        root = FPWorld.Create(64.0f);
        screenCenter=new Vector2(Futile.screen.halfWidth,Futile.screen.halfHeight);
        ListenForUpdate(Update);
        _gameObjects = new FContainer();
        AddChild(_gameObjects);
        _enemyContainer = new FContainer();
        AddChild(_enemyContainer);
        AddChild(impactParticles = new FParticleSystem(40));
        AddChild(projectilesParticles = new FParticleSystem(300));
        _playerBullets = new FContainer();
        AddChild(_playerBullets);

        t = Time.time;

        CreateWorld();
        InitPlayer();
        scoreLabel = new FLabel("font", "Score = "+ Score);
        gameOver = new FLabel("font", "Game Over, press 'R' to try again!");
        scoreLabel.SetAnchor(new Vector2(0,-10));
        AddChild(scoreLabel);

        FSoundManager.PlayMusic("Barymag");
        FSoundManager.isMuted=false;
    }
Esempio n. 2
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    override public void Start()
    {
        root         = FPWorld.Create(64.0f);
        screenCenter = new Vector2(Futile.screen.halfWidth, Futile.screen.halfHeight);
        ListenForUpdate(Update);
        _gameObjects = new FContainer();
        AddChild(_gameObjects);
        _enemyContainer = new FContainer();
        AddChild(_enemyContainer);
        AddChild(impactParticles      = new FParticleSystem(40));
        AddChild(projectilesParticles = new FParticleSystem(300));
        _playerBullets = new FContainer();
        AddChild(_playerBullets);

        t = Time.time;

        CreateWorld();
        InitPlayer();
        scoreLabel = new FLabel("font", "Score = " + Score);
        gameOver   = new FLabel("font", "Game Over, press 'R' to try again!");
        scoreLabel.SetAnchor(new Vector2(0, -10));
        AddChild(scoreLabel);

        FSoundManager.PlayMusic("Barymag");
        FSoundManager.isMuted = false;
    }
Esempio n. 3
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    override public void Start()
    {
        Futile.atlasManager.LoadImage("chopper");
        Futile.atlasManager.LoadImage("man");

        this.AddChild(persons = new FContainer());

        ListenForUpdate(HandleUpdate);
        root = FPWorld.Create(64.0f);


        for (int i = 0; i < 50; i++)
        {
            Platform p = Platform.Create();
            p.Init(new Vector2(i * 250, RXRandom.Range(-100, 100) * i), this);
            Person b = Person.Create();
            b.Init(new Vector2(p.sprite.x, p.sprite.y + 532), this);
            b.GameOver = HandleGameOver;
        }


        c = Chopper.Create();
        c.Init(new Vector2(0, 128), this);

        RXWatcher.Watch(this);
        Futile.stage.Follow(c.sprite, false, false);
    }
Esempio n. 4
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    void Start()
    {
        Go.defaultEaseType = EaseType.SineInOut;

        FutileParams fp = new FutileParams(true, true, false, false);

        fp.AddResolutionLevel(480f, 1.0f, 1.0f, "-res1");
        fp.AddResolutionLevel(1136f, 2.0f, 2.0f, "-res2");
        fp.AddResolutionLevel(2048f, 4.0f, 4.0f, "-res4");

        fp.backgroundColor = new Color(0.5f, 0.5f, 0.5f);
        fp.origin          = Vector2.zero;

        Futile.instance.Init(fp);

        Futile.atlasManager.LoadAtlas("Atlases/MainSheet");
        Futile.atlasManager.LoadFont("franchise", "franchise", "Atlases/franchise", -7, -16);
        // futile done initing

        WTUtils.Init();

        handler = new WTHandler();
        handler.SignalUpdate      += HandleUpdate;
        handler.SignalLateUpdate  += HandleLateUpdate;
        handler.SignalFixedUpdate += HandleFixedUpdate;
        handler.SignalMultiTouch  += HandleMultiTouch;

        Futile.stage.AddChild(handler);

        FPWorld.Create(64.0f);

        currentScene = new WTMainScene();
        Futile.stage.AddChild(currentScene);
    }
Esempio n. 5
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    public static FPWorld Create(float metersToPointsRatio)
    {
        GameObject gameObject = new GameObject("FPWorld Root");

        instance = gameObject.AddComponent <FPWorld>() as FPWorld;

        instance.Init(metersToPointsRatio);

        return(instance);
    }
Esempio n. 6
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    public static FPWorld Create(float metersToPointsRatio)
    {
        GameObject gameObject = new GameObject("FPWorld Root");

        instance = gameObject.AddComponent<FPWorld>() as FPWorld;

        instance.Init(metersToPointsRatio);

        return instance;
    }
Esempio n. 7
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    // Use this for initialization
    void Start()
    {
        //instance = this;

        Go.defaultEaseType       = EaseType.Linear;
        Go.duplicatePropertyRule = DuplicatePropertyRuleType.RemoveRunningProperty;

        bool landscape = true;
        bool portrait  = false;

        bool isIPad = SystemInfo.deviceModel.Contains("iPad");
        bool shouldSupportPortraitUpsideDown = isIPad && portrait;         //only support portrait upside-down on iPad

        FutileParams fparams = new FutileParams(landscape, landscape, portrait, shouldSupportPortraitUpsideDown);

        fparams.backgroundColor = new Color(0.1f, 0.1f, 0.1f);

        fparams.AddResolutionLevel(480.0f, 1.0f, 1.0f, "_Scale1");                  //iPhone
        fparams.AddResolutionLevel(960.0f, 2.0f, 2.0f, "_Scale2");                  //iPhone retina
        fparams.AddResolutionLevel(1024.0f, 2.0f, 2.0f, "_Scale2");                 //iPad
        fparams.AddResolutionLevel(1280.0f, 2.0f, 2.0f, "_Scale2");                 //Nexus 7
        fparams.AddResolutionLevel(2048.0f, 4.0f, 4.0f, "_Scale4");                 //iPad Retina

        fparams.origin = new Vector2(0.0f, 0.0f);

        Futile.instance.Init(fparams);

        Futile.atlasManager.LoadAtlas("Atlases/UIFonts");
        Futile.atlasManager.LoadAtlas("Atlases/GameAtlas");

        FPWorld.Create(64.0f);

        FTextParams textParams;

        textParams = new FTextParams();
        textParams.lineHeightOffset = -8.0f;
        Futile.atlasManager.LoadFont("Franchise", "FranchiseFont" + Futile.resourceSuffix, "Atlases/FranchiseFont" + Futile.resourceSuffix, -2.0f, -5.0f, textParams);

        textParams = new FTextParams();
        textParams.kerningOffset    = -0.5f;
        textParams.lineHeightOffset = -8.0f;
        Futile.atlasManager.LoadFont("CubanoInnerShadow", "Cubano_InnerShadow" + Futile.resourceSuffix, "Atlases/CubanoInnerShadow" + Futile.resourceSuffix, 0.0f, 2.0f, textParams);

        GoToPage(PageType.BitmaskPuzzleShapesGame);
    }
Esempio n. 8
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    public World()
    {
        instance = this;

        isGameOver = false;

        root = FPWorld.Create(64.0f);

        AddChild(backParticles = new FParticleSystem(150));

        AddChild(chainHolder = new FContainer());
        AddChild(beastShadowHolder = new FContainer());
        AddChild(beastHolder = new FContainer());
        AddChild(effectHolder = new FContainer());

        AddChild(glowParticles = new FParticleSystem(150));
        glowParticles.shader = FShader.Additive;

        AddChild(orbHolder = new FContainer());

        uiStage = new FStage("UIStage");
        Futile.AddStage(uiStage);

        uiStage.scale = Futile.stage.scale;

        uiStage.AddChild(uiHolder = new FContainer());

        teams = GameManager.instance.activeTeams;

        InitBeasts();

        InitOrbs();

        InitUI();

        spawnRateMultiplier = 1.0f;

        walls = new Walls(this);

        ListenForUpdate(HandleUpdate);

        Input.ResetInputAxes();
    }
Esempio n. 9
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    void Start()
    {
        Go.defaultEaseType = EaseType.SineInOut;

        FutileParams fp = new FutileParams(true, true, false, false);

        fp.AddResolutionLevel(480f, 1.0f, 1.0f, "-res1");
        fp.AddResolutionLevel(1136f, 2.0f, 2.0f, "-res2");
        fp.AddResolutionLevel(2048f, 4.0f, 4.0f, "-res4");

        fp.backgroundColor = Color.white;
        fp.origin          = Vector2.zero;

        Futile.instance.Init(fp);

        Futile.atlasManager.LoadAtlas("Atlases/MainSheet");
        Futile.atlasManager.LoadFont("franchise", "franchise", "Atlases/franchise", -7, -16);
        // futile done initing

        FSoundManager.PlayMusic("song");

        FPWorld.Create(64.0f);

        // make the walls super thick so stuff doesn't accidentally fly through when forces are massive
        float wallThickness = 100000;

        WTBasicWall leftWall   = new WTBasicWall(wallThickness, Futile.screen.height * 10);
        WTBasicWall rightWall  = new WTBasicWall(wallThickness, Futile.screen.height * 10);
        WTBasicWall bottomWall = new WTBasicWall(Futile.screen.width * 10, wallThickness);
        WTBasicWall topWall    = new WTBasicWall(Futile.screen.width * 10, wallThickness);

        leftWall.SetPosition(-wallThickness / 2f + 10, Futile.screen.halfHeight);
        rightWall.SetPosition(Futile.screen.width + wallThickness / 2f - 10, Futile.screen.halfHeight);
        bottomWall.SetPosition(Futile.screen.halfWidth, -wallThickness / 2f + 10);
        topWall.SetPosition(Futile.screen.halfWidth, Futile.screen.height + wallThickness / 2f - 10);

        Futile.stage.AddChild(leftWall);
        Futile.stage.AddChild(rightWall);
        Futile.stage.AddChild(bottomWall);
        Futile.stage.AddChild(topWall);

        physicsNodes = new List <WTPhysicsNode>();

        // create the square
        FSprite squareSprite = new FSprite("coolSquare");

        square = new WTPhysicsNode("square");
        square.AddChild(squareSprite);
        square.SetNewPosition(Futile.screen.width / 4f, Futile.screen.halfHeight);
        square.physicsComponent.AddBoxCollider(squareSprite.width, squareSprite.height);
        physicsNodes.Add(square);

        // create the circle
        FSprite circleSprite = new FSprite("coolCircle");

        circle = new WTPhysicsNode("circle");
        circle.AddChild(circleSprite);
        circle.SetNewPosition(Futile.screen.width / 4f * 2f, Futile.screen.halfHeight);
        circle.physicsComponent.AddSphereCollider(circleSprite.width / 2f);
        physicsNodes.Add(circle);

        // polygon object
        FSprite polygonSprite = new FSprite("coolPolygon");

        polygon = new WTPhysicsNode("polygon");
        polygon.AddChild(polygonSprite);
        polygon.SetNewPosition(Futile.screen.width / 4f * 3f, Futile.screen.halfHeight);
        Vector2[] vertices = new Vector2[] {
            new Vector2(-27, -10),
            new Vector2(-14, 6),
            new Vector2(-20, 24),
            new Vector2(-2, 11),
            new Vector2(27, 25),
            new Vector2(-7, -8),
            new Vector2(22, -17),
            new Vector2(-26, -27)
        };
        polygon.physicsComponent.AddPolygonalCollider(vertices);
        physicsNodes.Add(polygon);

        // setup all the objects and start their physics
        foreach (WTPhysicsNode pn in physicsNodes)
        {
            pn.physicsComponent.AddRigidBody(1, 1);
            pn.physicsComponent.SetupPhysicMaterial(0.9f, 0.1f, 0.1f, PhysicMaterialCombine.Maximum);
            pn.physicsComponent.StartPhysics();
            pn.physicsComponent.AddForce(Random.Range(-1000, 1000), Random.Range(-1000, 1000));
            Futile.stage.AddChild(pn);
        }

        // for fun, let's stop this and have it float around a bit before being controlled by physics
        polygon.physicsComponent.StopPhysics();
    }