Bool() public static method

public static Bool ( ) : bool
return bool
Esempio n. 1
0
    public VillDeathCloud(Vill vill) : base(vill.entityArea)
    {
        this.vill = vill;

        this.x = vill.x;
        this.y = vill.y + 4;

        frames = new FAtlasElement[]
        {
            Futile.atlasManager.GetElementWithName("Arena/Vill_Death1"),
            Futile.atlasManager.GetElementWithName("Arena/Vill_Death2"),
            Futile.atlasManager.GetElementWithName("Arena/Vill_Death3"),
            Futile.atlasManager.GetElementWithName("Arena/Vill_Death4")
        };

        cloudHolder = new FContainer();

        cloudSprite        = new FSprite(frames[0]);
        cloudSprite.scaleX = RXRandom.Bool() ? -1f : 1f;
        cloudHolder.AddChild(cloudSprite);
        cloudSprite.shader = FShader.Additive;
        cloudSprite.alpha  = RXRandom.Range(0.8f, 0.9f);
        cloudSprite.color  = vill.player.player.color.color + new Color(0.1f, 0.1f, 0.1f, 0.0f);

        graveHolder = new FContainer();
        graveSprite = new FSprite("Arena/VillGrave1_body");
        graveHolder.AddChild(graveSprite);
        graveSpriteColor = new FSprite("Arena/VillGrave1_color");
        graveHolder.AddChild(graveSpriteColor);
        graveSpriteColor.color = vill.player.player.color.color + new Color(0.5f, 0.5f, 0.5f);

        graveSprite.y = graveSpriteColor.y = 5;

        Update();
    }
Esempio n. 2
0
    public HumanDeathCloud(Human human) : base(human.entityArea)
    {
        this.human = human;

        this.x = human.x;
        this.y = human.y + 4;

        frames = new FAtlasElement[]
        {
            Futile.atlasManager.GetElementWithName("Arena/Vill_Death1"),
            Futile.atlasManager.GetElementWithName("Arena/Vill_Death2"),
            Futile.atlasManager.GetElementWithName("Arena/Vill_Death3"),
            Futile.atlasManager.GetElementWithName("Arena/Vill_Death4")
        };

        cloudHolder = new FContainer();

        cloudSprite        = new FSprite(frames[0]);
        cloudSprite.scaleX = RXRandom.Bool() ? -1f : 1f;
        cloudHolder.AddChild(cloudSprite);
        cloudSprite.shader = FShader.Additive;
        cloudSprite.alpha  = RXRandom.Range(0.8f, 0.9f);
        cloudSprite.color  = human.player.player.color.color + new Color(0.1f, 0.1f, 0.1f, 0.0f);
        cloudSprite.scale  = 2.0f;

        graveHolder = new FContainer();
        graveSprite = new FSprite("Arena/Human_Grave_1");
        graveHolder.AddChild(graveSprite);
        graveSprite.color = human.player.player.color.color + new Color(0.5f, 0.5f, 0.5f);

        graveSprite.y = 16;

        Update();
    }
Esempio n. 3
0
    protected override void Update()
    {
        if (CurrentState == State.HIT)
        {
            base.Update();
            return;
        }
        lastDecision += Time.deltaTime;
        if (lastDecision >= MIN_DECISION)
        {
            if (RXRandom.Float() < .3f)
            {
                moving = !moving;
            }
            else
            if (RXRandom.Float() > .7f)
            {
                if (RXRandom.Bool())
                {
                    currentDirection += 1;
                }
                else
                {
                    currentDirection -= 1;
                }

                if (currentDirection < 0)
                {
                    currentDirection = Dir.RIGHT;
                }
                else
                if (!Enum.IsDefined(typeof(Dir), currentDirection))
                {
                    currentDirection = 0;
                }
            }
            lastDecision = 0;
            nextDecision = MIN_DECISION + (MAX_DECISION - MIN_DECISION) * RXRandom.Float();
            base.Update();
        }

        if (moving)
        {
            switch (currentDirection)
            {
            case Dir.UP:
                walkUp();
                break;

            case Dir.LEFT:
                walkLeft();
                break;

            case Dir.DOWN:
                walkDown();
                break;

            case Dir.RIGHT:
                walkRight();
                break;
            }
        }
        base.Update();
    }