コード例 #1
0
    public Fire(CAndy player)
    {
        this.name   = "Fire";
        this.player = player;
        this.leftPowerBaseCooldown = FIRE_COOLDOWN;



        shield = new CSprite();
        shield.setImage(Resources.Load <Sprite>("Sprites/ui/pixel"));
        shield.setSortingLayerName("Player");
        shield.setSortingOrder(20);
        shield.setColor(Color.red);
        shield.setAlpha(0.5f);
        shield.setName("Fire - Shield");
        shield.setParent(this.player.getGameObject());
        //Seteo la escala para el persona

        shield.setScaleX(WIDTH);
        shield.setScaleY(HEIGHT);
        //Pongo el poder a false
        shield.setVisible(false);

        currentTime = 0;
    }
コード例 #2
0
    public CEnemy()
    {
        attackRange = new CSprite();
        attackRange.setName("Attack Range");
        attackRange.setParent(this.getGameObject());

        if (this.debug)
        {
            mRect = new CSprite();
            mRect.setImage(Resources.Load <Sprite>("Sprites/ui/pixel"));
            mRect.setSortingLayerName("Enemies");
            mRect.setSortingOrder(20);
            mRect.setAlpha(0.5f);
            mRect.setName(this.getName() + "_debug_rect_1");

            mRect2 = new CSprite();
            mRect2.setImage(Resources.Load <Sprite>("Sprites/ui/pixel"));
            mRect2.setSortingLayerName("Enemies");
            mRect2.setSortingOrder(20);
            mRect2.setColor(Color.red);
            mRect2.setAlpha(0.5f);
            mRect2.setName(this.getName() + "_debug_rect_2");


            attackRange.setSortingLayerName("Enemis");
            attackRange.setSortingOrder(20);
            attackRange.setColor(Color.blue);
            attackRange.setAlpha(0.5f);
            attackRange.setName(this.getName() + "_debug_attack_range");
            attackRange.setImage(Resources.Load <Sprite>("Sprites/ui/pixel"));
        }

        this.setParent(this.getGameObject());
    }
コード例 #3
0
    public CAndy()
    {
        setFrames(Resources.LoadAll <Sprite> ("Sprites/zorra"));
        setName("zorra");
        setSortingLayerName("Player");

        //setScale (2.0f);

        setRegistration(CSprite.REG_TOP_LEFT);

        setWidth(WIDTH);
        setHeight(HEIGHT);

        setState(STATE_STAND);

        setXOffsetBoundingBox(X_OFFSET_BOUNDING_BOX);
        setYOffsetBoundingBox(Y_OFFSET_BOUNDING_BOX);

        mRect = new CSprite();
        mRect.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel"));
        mRect.setSortingLayerName("Player");
        mRect.setSortingOrder(20);
        mRect.setAlpha(0.5f);
        mRect.setName("player_debug_rect");

        mRect2 = new CSprite();
        mRect2.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel"));
        mRect2.setSortingLayerName("Player");
        mRect2.setSortingOrder(20);
        mRect2.setColor(Color.red);
        mRect2.setAlpha(0.5f);
        mRect2.setName("player_debug_rect2");
    }
コード例 #4
0
    public CPlayer()
    {
        setFrames(Resources.LoadAll <Sprite>("Sprites/player"));
        setName("andy");
        setSortingLayerName("Player");
        //Mantengo el size original dado que el mapa se mantuvo del mismo size
        setScale(SCALE);
        setRegistration(CSprite.REG_TOP_LEFT);
        setWidth(WIDTH);
        setHeight(HEIGHT);
        setState(STATE_STAND);

        //definimos el bounding box del player, es decir la distancia entre el borde del sprite y el actual dibujo de andy.
        setXOffsetBoundingBox(X_OFFSET_BOUNDING_BOX);
        setYOffsetBoundingBox(Y_OFFSET_BOUNDING_BOX);

        maxEnergy     = 150;
        currentEnergy = maxEnergy;


        mRect2 = new CSprite();
        mRect2.setImage(Resources.Load <Sprite>("Sprites/ui/pixel"));
        mRect2.setSortingLayerName("Player");
        mRect2.setSortingOrder(20);
        mRect2.setColor(Color.red);
        mRect2.setAlpha(0.5f);
        mRect2.setName("player_debug_rect2");

        mHitBoxManager = new hitBoxManager();
    }
コード例 #5
0
ファイル: CAndy.cs プロジェクト: pabloklot/elemental-quest
    public CAndy()
    {
        setFrames(Resources.LoadAll <Sprite> ("Sprites/andy"));
        setName("andy");
        setSortingLayerName("Player");

        setScale(2.0f);

        setRegistration(CSprite.REG_TOP_LEFT);

        setWidth(WIDTH);
        setHeight(HEIGHT);

        // TODO: PASAR A LA CAMARA CUANDO SE IMPLEMENTE.
        CAudioManager.Inst.setAudioListener(this);

        // Agregate al audio manager como audio source.
        // Este objeto emite sonido.
        CAudioManager.Inst.addAudioSource(this);

        setState(STATE_STAND);

        setXOffsetBoundingBox(X_OFFSET_BOUNDING_BOX);
        setYOffsetBoundingBox(Y_OFFSET_BOUNDING_BOX);

        mRect = new CSprite();
        mRect.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel"));
        mRect.setSortingLayerName("Player");
        mRect.setSortingOrder(20);
        mRect.setAlpha(0.5f);
        mRect.setName("player_debug_rect");

        mRect2 = new CSprite();
        mRect2.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel"));
        mRect2.setSortingLayerName("Player");
        mRect2.setSortingOrder(20);
        mRect2.setColor(Color.red);
        mRect2.setAlpha(0.5f);
        mRect2.setName("player_debug_rect2");
    }
コード例 #6
0
    public CAndy()
    {
        setFrames(Resources.LoadAll <Sprite> ("Sprites/nina"));
        setName("Nina");
        setSortingLayerName("Player");

        setScale(0.5f);

        setRegistration(CSprite.REG_TOP_LEFT);

        setWidth(WIDTH);
        setHeight(HEIGHT);

        // TODO: PASAR A LA CAMARA CUANDO SE IMPLEMENTE.
        CAudioManager.Inst.setAudioListener(this);
        CAudioManager.Inst.setPrimaryParent(this.getGameObject());

        // Agregate al audio manager como audio source.
        // Este objeto emite sonido.
        CAudioManager.Inst.addAudioSource(this).gameObject.transform.SetParent(this.getGameObject().transform);

        setState(STATE_STAND);

        if (this.debug)
        {
            mRect = new CSprite();
            mRect.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel"));
            mRect.setSortingLayerName("Player");
            mRect.setSortingOrder(20);
            mRect.setAlpha(0.5f);
            mRect.setName("player_debug_rect");

            mRect2 = new CSprite();
            mRect2.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel"));
            mRect2.setSortingLayerName("Player");
            mRect2.setSortingOrder(20);
            mRect2.setColor(Color.red);
            mRect2.setAlpha(0.5f);
            mRect2.setName("player_debug_rect2");
        }

        this.powers = new List <Power>();
        this.powers.Add(new Earth());
        this.powers.Add(new Air(this));
        this.powers.Add(new Water(this));
        this.powers.Add(new Fire(this));

        this.selectedPower = 0;

        this.powers[this.selectedPower].setActive();

        textoPoderes = new CText(this.powers[this.selectedPower].getName());
        textoPoderes.setWidth(this.getWidth());
        textoPoderes.setWrapping(false);
        textoPoderes.setFontSize(40f);
        textoPoderes.setXY(this.getX(), this.getY() - textoPoderes.getHeight());
        textoPoderes.setAlignment(TMPro.TextAlignmentOptions.Center);

        this.setBounds(0, 0, CTileMap.Instance.getMapWidth() * CTileMap.Instance.getTileWidth(), CTileMap.Instance.getMapHeight() * CTileMap.Instance.getTileHeight());
        this.setBoundAction(CGameObject.BOUNCE);
    }