Esempio n. 1
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        }                                                         ///@property(readwrite,assign) float groundLevel;

        public BoostArrow()
        {
            //if (!base.init()) return null;

            anim = new Zanimation();
            //return this;
        }
Esempio n. 2
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 public void AddToScene(CowPatInfo info)
 {
     this.SetupAnimations();
     position = info.position;
     this.SetState(CowPatState.e_Active);
     nowAnim = anim[(int)CowPatAnimation.n_Splat];
     nowAnim.PlayLooping();
 }
Esempio n. 3
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        public StartingGate()
        {
            //if (!base.init()) return null;

            this.Reset();
            animOpen  = new Zanimation();
            animClose = new Zanimation();
            shake     = new Zshake();
            //return this;
        }
Esempio n. 4
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        }                                                     ///@property(readwrite,assign) CGPoint position;

        public CowPat()
        {
            //if (!base.init()) return null;

            for (int i = 0; i < (int)CowPatAnimation.tions; i++)
            {
                anim[i] = new Zanimation();
            }

            //return this;
        }
        public int AddAnimation(ZAnimationInfo zInfo)
        {
            Globals.Assert(numAnimations < (int)Enum.kMaxAnimationsPerCharacter);
            if (anim[numAnimations] == null)
            {
                anim[numAnimations] = new Zanimation();
            }

            (anim[numAnimations]).Setup(zInfo);
            numAnimations++;
            return(numAnimations - 1);
        }
Esempio n. 6
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 public void AddToScene(CowInfo info)
 {
     stillHasMapObject = true;
     blinking          = false;
     this.SetTimeToNextBlink();
     this.SetupAnimations();
     renderInFrontOfPlayer = true;
     position    = info.position;
     velocity    = info.velocity;
     mapObject   = (Globals.g_world.game).GetMapObject(info.mapObjectId);
     mapObjectId = info.mapObjectId;
     this.SetState(CowState.e_Active);
     nowAnim = anim[(int)CowAnimation.n_Walk];
     nowAnim.PlayLooping();
     knockedOver = false;
     noGoZoneId  = info.noGoZoneId;
     movement    = info.movement;
     //mapObject.SetTexture(nowAnim.GetTexture());
 }