public override bool PickupEvent() { base.PickupEvent(); if (objInt().item_id == 458) { //The seed is a sapling //Turn it into a seed. //objInt().ChangeType(290,objInt().GetItemType()); objInt().item_id = 290; objInt().WorldDisplayIndex = 290; objInt().InvDisplayIndex = 290; AnimationOverlay animo = this.GetComponent <AnimationOverlay>(); if (animo != null) { animo.Stop(); } objInt().UpdateAnimation(); //Update the inventory display UWHUD.instance.CursorIcon = objInt().GetInventoryDisplay().texture; UWCharacter.Instance.ResurrectPosition = Vector3.zero; UWCharacter.Instance.ResurrectLevel = 0; objInt().SetWorldDisplay(objInt().GetInventoryDisplay()); UWHUD.instance.MessageScroll.Add(StringController.instance.GetString(1, 9)); return(true); } else { return(false); } }
public override bool PickupEvent() { base.PickupEvent(); if (objInt.item_id == 458) { //The seed is a sapling //Turn it into a seed. objInt.item_id = 290; objInt.WorldDisplayIndex = 290; objInt.InvDisplayIndex = 290; AnimationOverlay animo = this.GetComponent <AnimationOverlay>(); if (animo != null) { animo.Stop(); } objInt.UpdateAnimation(); //Update the inventory display playerUW.CursorIcon = objInt.GetInventoryDisplay().texture; playerUW.ResurrectPosition = Vector3.zero; objInt.SetWorldDisplay(objInt.GetInventoryDisplay()); ml.Add(playerUW.StringControl.GetString(1, 9)); return(true); } else { return(false); } }
public override bool use() { if (UWCharacter.Instance.playerInventory.ObjectInHand == "") { if ((objInt().item_id == 290) && (objInt().PickedUp == true)) { //I'll test positioning later. For now just place it at the players position //Turn it into a sapling. objInt().item_id = 458; objInt().WorldDisplayIndex = 458; objInt().InvDisplayIndex = 458; AnimationOverlay animo = this.GetComponent <AnimationOverlay>(); if (animo != null) { animo.Stop(); } objInt().UpdateAnimation(); //Update the inventory display objInt().SetWorldDisplay(objInt().GetInventoryDisplay()); UWHUD.instance.MessageScroll.Add(StringController.instance.GetString(1, 12)); UWHUD.instance.CursorIcon = UWHUD.instance.CursorIconDefault; UWCharacter.Instance.ResurrectPosition = UWCharacter.Instance.transform.position; UWCharacter.Instance.ResurrectLevel = (short)(GameWorldController.instance.LevelNo + 1); //int tileX= GameWorldController.instance.Tilemap.visitTileX; //int tileY= GameWorldController.instance.Tilemap.visitTileY; objInt().gameObject.transform.parent = GameWorldController.instance.DynamicObjectMarker(); objInt().gameObject.transform.position = GameWorldController.instance.currentTileMap().getTileVector(TileMap.visitTileX, TileMap.visitTileY); UWCharacter.Instance.playerInventory.RemoveItemFromEquipment(objInt().gameObject.name); UWCharacter.Instance.playerInventory.GetCurrentContainer().RemoveItemFromContainer(objInt().gameObject.name); UWCharacter.Instance.playerInventory.Refresh(); objInt().PickedUp = false; GameWorldController.MoveToWorld(objInt()); return(true); } else { return(false); } } else { return(ActivateByObject(UWCharacter.Instance.playerInventory.GetGameObjectInHand())); } }
public override bool use() { if (playerUW.playerInventory.ObjectInHand == "") { if ((objInt.item_id == 290) && (objInt.PickedUp == true)) { //I'll test positioning later. For now just place it at the players position //Turn it into a sapling. objInt.item_id = 458; objInt.WorldDisplayIndex = 458; objInt.InvDisplayIndex = 458; AnimationOverlay animo = this.GetComponent <AnimationOverlay>(); if (animo != null) { animo.Stop(); } objInt.UpdateAnimation(); //Update the inventory display objInt.SetWorldDisplay(objInt.GetInventoryDisplay()); ml.Add(playerUW.StringControl.GetString(1, 12)); playerUW.CursorIcon = playerUW.CursorIconDefault; playerUW.ResurrectPosition = playerUW.transform.position; objInt.gameObject.transform.parent = null; objInt.transform.position = playerUW.transform.position; //TODO:Position the tree properly playerUW.playerInventory.RemoveItemFromEquipment(objInt.gameObject.name); playerUW.playerInventory.GetCurrentContainer().RemoveItemFromContainer(objInt.gameObject.name); playerUW.playerInventory.Refresh(); objInt.PickedUp = false; return(true); } else { return(false); } } else { return(ActivateByObject(playerUW.playerInventory.GetGameObjectInHand())); } }
public void Load(IContentLoader loader) { Props.Texture = loader.Load <Texture2D>(ContentPaths.SPRITESHEET_MARIO); bulletTexture = loader.Load <Texture2D>(ContentPaths.SPRITE_BULLET); sfxDie = loader.Load <SoundEffect>(ContentPaths.SFX_DEATH); sfxFire = loader.Load <SoundEffect>(ContentPaths.SFX_FIRE); animStanding = new AnimationOverlay( name: "standing", animType: SpriteAnimationType.SingleFrame, origin: SpriteOriginType.TopLeft, width: Props.PhysicalRect.Width, height: Props.PhysicalRect.Height, frames: 1, framerateMillisec: 1, yOffset: 0); animWalking = new AnimationOverlay( name: "walking", animType: SpriteAnimationType.LoopingAnimation, origin: SpriteOriginType.TopLeft, width: Props.PhysicalRect.Width, height: Props.PhysicalRect.Height, frames: 2, framerateMillisec: 100, yOffset: 20); animJetting = new AnimationOverlay( name: "jetting", animType: SpriteAnimationType.SingleFrame, origin: SpriteOriginType.TopLeft, width: Props.PhysicalRect.Width, height: Props.PhysicalRect.Height, frames: 1, framerateMillisec: 1, yOffset: 40); // Default anim animCurrent = animWalking; }
public void Update(GameTime time) { var kbState = Keyboard.GetState(); var isRunning = kbState.IsKeyDown(Keys.LeftShift); // Movement if (kbState.IsKeyDown(Keys.A)) { Props.AddForceX(-acceleration * (isRunning ? runModifier : 1)); } else if (kbState.IsKeyDown(Keys.D)) { Props.AddForceX(acceleration * (isRunning ? runModifier : 1)); } if (kbState.IsKeyDown(Keys.W)) { Props.AddForceY(-acceleration * (isRunning ? runModifier : 1)); } else if (kbState.IsKeyDown(Keys.S)) { Props.AddForceY(acceleration * (isRunning ? runModifier : 1)); } // Anims animCurrent.Update(time.ElapsedGameTime.Milliseconds); // Ensure correct anim is being used if (IsJetPacking) { if (animCurrent.Name != animJetting.Name) { animCurrent = animJetting; } } else if (Props.IsGrounded) { if (Props.Velocity.X != 0 && animCurrent.Name != animWalking.Name) { animCurrent = animWalking; } else if (Props.Velocity.X == 0 && animCurrent.Name != animStanding.Name) { animCurrent = animStanding; } } else { if (animCurrent.Name != animStanding.Name) { animCurrent = animStanding; } } /* * // Jump action * var canJump = (Props.IsGrounded && Props.Velocity.Y == 0); * * if (kbState.IsKeyDown(Keys.Space) && canJump) * { * Props.AddForceY(-jumpPower, overrideTopSpeed: true); * * // raise event * eventBus.QueueNotification(Events.PlayerJumped); * } * * // Jetpack * if (kbState.IsKeyDown(Keys.W)) * { * IsJetPacking = true; * Props.AddForceY(-jetPower, overrideTopSpeed: true); * } * else * { * IsJetPacking = false; * } */ // projectiles fireListener.Update(time); var mouseState = Mouse.GetState(); var mousePos = mouseState.Position; // aim base.Props.Rotation = Bonsai.Framework.Maths.GameMathHelper .GetDirectionInRadians(this.Position, (camera.CurrentFocus - BonsaiGame.Current.ScreenCenter) + new Vector2(mousePos.X, mousePos.Y)); }