Esempio n. 1
0
        public MainMenu()
            : base(1920, 1080)
        {
            AddGraphic(background);
            background.Scroll = 0;
            AddGraphic(corners);

            credits.X = 250;
            credits.Y = 960;
            credits.CenterOrigin();
            AddGraphic(credits);

            lights.Clear();

            background.Shader = new Shader(ShaderType.Fragment, "assets/shaders/water_wave.frag");

            ambientLighting = new Surface(1920, 1080);
            lightSurface = new Surface(1920, 1080);

            Add(new Logo(421, 542, "assets/gfx/logo.png"));

            // Play/How To/Quit buttons
            playButton = Add(new Logo(1486, 440, "assets/gfx/play.png", 14.0f));
            howToButton = Add(new Logo(1544, 540, "assets/gfx/howto.png", 14.0f));
            quitButton = Add(new Logo(1480, 640, "assets/gfx/quit.png", 14.0f));

            menuLight = new Light(0, 0.1f);
            menuLight.entity = playButton;
            menuLight.SetAlpha(1.0f, 0.7f);
            menuLight.SetAlphaSpan(1.1f);
            menuLight.SetOffset(175, 100);
            lights.Add(menuLight);
        }
Esempio n. 2
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 public LightningArea(float x, float y, Vector2 direction)
     : base(x, y, direction, 0.1f, 110, 1.7f, 1, (int)Tags.PROJECTILE, (int)Tags.PLAYERATTACK)
 {
     light = new Light();
     light.SetAlpha(0.5f, 0.7f);
     light.SetAlphaSpan(0.3f);
     light.SetColor(new Color("FFD700"));
     light.SetColorSpan(5.0f);
     light.SetRadius(300, 355);
     light.SetRadiusSpan(0.07f);
     light.entity = this;
     Level.lights.Add(light);
 }
Esempio n. 3
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        public Player(float x, float y, Session session)
            : base(x, y)
        {
            // Assign session
            this.session = session;

            // Init bounce sounds
            bounce[0] = new Sound("assets/sfx/bounce1.wav");
            bounce[1] = new Sound("assets/sfx/bounce2.wav");
            bounce[2] = new Sound("assets/sfx/bounce3.wav");
            for (int i = 0; i < 3; ++i) {
                bounce[i].Volume = 0.98f;
            }

            // Set up animations
            sprite.Add(AnimType.Go, new Anim(new int[] { 0, 1, 2, 3, 4, }, new float[] { 5.0f }));
            sprite.Add(AnimType.Attack, new Anim(new int[] { 7, 8, 9, 10, 11, 12, 13 }, new float[] { 4.0f }));
            sprite.Play(AnimType.Go);

            // Set up hitboxes
            SetHitbox(sprite.Width - 24, sprite.Height - 24, (int)Tags.PLAYER);
            Hitbox.CenterOrigin();

            // Sprite stuff
            sprite.CenterOrigin();
            Graphic = sprite;

            Layer = -1;

            // Initilize light
            light = new Light();
            light.SetAlpha(0.7f);
            light.SetColor(new Color("879DFF"), new Color("62D8E0"));
            light.SetColorSpan(5.0f);
            light.SetRadius(sprite.Width + 30, sprite.Width + 60);
            light.SetRadiusSpan(5.0f);
            light.entity = this;
            Level.lights.Add(light);

            // TODO: Make ink slow you down
        }
Esempio n. 4
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        private IEnumerator EnjoyLife()
        {
            sprite.Alpha -= 0.2f;
            yield return Coroutine.Instance.WaitForFrames(4);

            light = new Light(0, 0.7f);
            light.SetAlpha(1.0f);
            light.SetColor(Color.Black);
            light.SetRadius(650);
            light.entity = this;
            Level.darkness.Add(light);

            float length = 10.0f;
            for (float timer = 0; timer < length; timer += Game.RealDeltaTime * 0.001f) {
                // TODO: Put out little "explosions"
                sprite.Alpha -= 0.01f;
                yield return 0;
            }

            light.FadeOut(10.0f);
            yield return Coroutine.Instance.WaitForSeconds(10.0f);

            RemoveSelf();
        }
Esempio n. 5
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        /*public override void Render() {
            base.Render();
            Collider.Render();
        }*/
        IEnumerator Destroy()
        {
            if (!destroyed) {
                SetHitbox(0, 0, (int)Tags.PROJECTILE);
                destroyed = true;
            }

            yield return Explosion();

            if (light != null) {
                Level.lights.Remove(light);
                light = null;
            }

            RemoveSelf();
        }