Esempio n. 1
0
        public PlayerCharacter(SCNNode characterNode) : base(characterNode)
        {
            CategoryBitMask   = NodeCategory.Lava;
            velocity          = SCNVector3.Zero;
            IsWalking         = false;
            changingDirection = false;
            baseWalkSpeed     = 0.0167f;
            JumpBoost         = 0.0f;

            WalkSpeed           = baseWalkSpeed * 2;
            Jumping             = false;
            groundPlaneHeight   = 0.0f;
            playerWalkDirection = WalkDirection.Right;

            cameraHelper = new SCNNode {
                Position = new SCNVector3(1000f, 200f, 0f)
            };

            AddChildNode(cameraHelper);

            CollideSphere = new SCNNode {
                Position = new SCNVector3(0f, 80f, 0f)
            };

            SCNGeometry     geo    = SCNCapsule.Create(90f, 160f);
            SCNPhysicsShape shape2 = SCNPhysicsShape.Create(geo, (NSDictionary)null);

            CollideSphere.PhysicsBody = SCNPhysicsBody.CreateBody(SCNPhysicsBodyType.Kinematic, shape2);

            CollideSphere.PhysicsBody.CollisionBitMask =
                GameCollisionCategory.Banana |
                GameCollisionCategory.Coin |
                GameCollisionCategory.Coconut |
                GameCollisionCategory.Lava;

            CollideSphere.PhysicsBody.CategoryBitMask = GameCollisionCategory.Player;
            AddChildNode(CollideSphere);

            DustPoof = GameSimulation.LoadParticleSystemWithName("dust");
            NSString artResourcePath = (NSString)GameSimulation.PathForArtResource("level/effects/effects_transparent.png");

            DustPoof.ParticleImage    = artResourcePath;
            DustWalking               = GameSimulation.LoadParticleSystemWithName("dustWalking");
            DustWalking.ParticleImage = artResourcePath;
            dustWalkingBirthRate      = DustWalking.BirthRate;

            // Load the animations and store via a lookup table.
            SetupIdleAnimation();
            SetupRunAnimation();
            SetupJumpAnimation();
            SetupBoredAnimation();
            SetupHitAnimation();

            PlayIdle();
        }
Esempio n. 2
0
        SCNNode CreateTorchNode()
        {
            SCNGeometry geometry = SCNBox.Create(20f, 100f, 20f, 0f);

            geometry.FirstMaterial.Diffuse.Contents = AppKit.NSColor.Brown;
            var template = new SCNNode {
                Geometry = geometry
            };

            var particleEmitter = new SCNNode {
                Position = new SCNVector3(0f, 50f, 0f)
            };

            SCNParticleSystem fire = GameSimulation.LoadParticleSystemWithName("torch", "spark");

            particleEmitter.AddParticleSystem(fire);
            particleEmitter.Light = TorchLight;

            template.AddChildNode(particleEmitter);
            return(template);
        }
Esempio n. 3
0
        SCNNode CreateLargeBanana()
        {
            //Create model
            if (largeBananaCollectable == null)
            {
                var   node      = GameSimulation.LoadNodeWithName("banana", GameSimulation.PathForArtResource("level/banana.dae"));
                float scaleMode = 0.5f * 10 / 4;
                node.Scale = new SCNVector3(scaleMode, scaleMode, scaleMode);


                SCNSphere       sphereGeometry = SCNSphere.Create(100);
                SCNPhysicsShape physicsShape   = SCNPhysicsShape.Create(sphereGeometry, new SCNPhysicsShapeOptions());
                node.PhysicsBody = SCNPhysicsBody.CreateBody(SCNPhysicsBodyType.Kinematic, physicsShape);

                // Only collide with player and ground
                node.PhysicsBody.CollisionBitMask = GameCollisionCategory.Player | GameCollisionCategory.Ground;
                // Declare self in the banana category
                node.PhysicsBody.CategoryBitMask = GameCollisionCategory.Coin;

                // Rotate forever.
                SCNAction rotateCoin = SCNAction.RotateBy(0f, 8f, 0f, 2f);
                SCNAction repeat     = SCNAction.RepeatActionForever(rotateCoin);

                node.Rotation = new SCNVector4(0f, 1f, 0f, (nfloat)Math.PI / 2);
                node.RunAction(repeat);

                largeBananaCollectable = node;
            }

            SCNNode nodeSparkle = largeBananaCollectable.Clone();

            SCNParticleSystem newSystem = GameSimulation.LoadParticleSystemWithName("sparkle");

            nodeSparkle.AddParticleSystem(newSystem);

            return(nodeSparkle);
        }