Esempio n. 1
0
        public override void Load()
        {
            float offset = 0;

            for (int i = 0; i < CloudCount; i++)
            {
                CloudRow row = _rows[i];

                row.OffsetY = offset - 20;
                offset     += row.Image.NaturalHeight - 20;
            }
        }
Esempio n. 2
0
        public override void Init(Scene level)
        {
            _level = (ShooterLevel)level;

            for (int i = 0; i < CloudCount; i++)
            {
                CloudRow row = (CloudRow) new object();

                row.Image         = _level.LoadImage("images/shooter/cloud" + (i + 1) + ".png", false);
                row.OffsetX       = 0;
                row.RelativeSpeed = 1.2f - (i / 10);
                row.Objects       = new List <GameObject>();
                _rows[i]          = row;
            }
        }
Esempio n. 3
0
        public override void Update(CanvasContext2D context)
        {
            for (int i = CloudCount - 1; i >= 0; i--)
            {
                CloudRow row = _rows[i];
                row.OffsetX -= _level.BaseSpeed * row.RelativeSpeed * _level.DeltaTime;
                while (row.OffsetX + row.Image.NaturalWidth <= 0)
                {
                    row.OffsetX += row.Image.NaturalWidth;
                }

                int   objectIndex = 0;
                float offset      = Math.Floor(row.OffsetX);
                while (offset < 800)
                {
                    GameObject gameObject;
                    if (row.Objects.Count <= objectIndex)
                    {
                        row.Objects.Add(gameObject = GameObject.Create(row.Image, 0, 0));
                        gameObject.Location.Z      = i * 10;
                        gameObject.Location.Y      = row.OffsetY;
                    }
                    else
                    {
                        gameObject = row.Objects[objectIndex];
                    }

                    gameObject.Location.X = offset;
                    gameObject.Visible    = true;
                    offset += row.Image.NaturalWidth;
                    objectIndex++;
                }

                for (int j = objectIndex; j < row.Objects.Count; j++)
                {
                    row.Objects[j].Visible = false;
                }
            }
        }