public override void OnAwake() { CreateBackground(); //make the start button and add it to the stage CinchSprite startButton = CinchSprite.NewFromImage("StartButton"); this.AddChild(startButton); startButton.Width = 3f; startButton.ScaleY = startButton.ScaleX; //give it a jaunty little tilt startButton.Rotation = 10f; //do an animation effect and start the game when startButton is pressed startButton.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, (mouseEvent) => { new Tween(startButton, "ScaleX", 1.5f, .5f, Easing.Bounce.EaseOut, 0f); }); //add an instructions text field SimpleTextField instructions = SimpleTextField.NewFromString("Press Start to begin!", "FjallaOne-Regular", .4f, TextAnchor.MiddleCenter); this.AddChildAt(instructions, 1); startButton.X = ViewportWidth / 2; startButton.Y = ViewportHeight / 2; instructions.X = startButton.X; instructions.Y = startButton.Y - 1.4f; }
public override void OnAwake() { CreateBackground(); //Create a container for "GamePlay" (a bunch of floating berries) _gameplayContainer = Library.New<CinchSprite>("StrawberriesContainer"); AddChild(_gameplayContainer); //pausing this Clock will pause all children _gameplayContainer.Clock = new GameClock("GameplayClock"); //Create 15 FloatingStrawberry's for (var i=0; i<7000; i++) { _gameplayContainer.AddChild(Library.New<FloatingStrawberry>("Berry" + Random.Range (1, 1000))); } //Create a button to pause gameplay _pause = CinchSprite.NewFromImage("Cinch2D/Pause"); AddChild(_pause); //SetPosition is faster than setting X and Y individually, since X and Y each cause display chain updates _pause.SetPosition(ViewportWidth/2 - _pause.Width, ViewportHeight/2 - _pause.Height); _pause.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, Pause); //Create a button to start gameplay _play = CinchSprite.NewFromImage("Cinch2D/Play"); AddChild(_play); _play.SetPosition(ViewportWidth/2 - _play.Width, ViewportHeight/2 - _play.Height); _play.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, Play); _play.Visible = false; }
// Use this for initialization public override void OnAwake() { CinchOptions.DefaultPixelsPerMeter = 25f; Stage.Instance.TheCamera.backgroundColor = new Color(.2f, .2f, .2f, 1f); _joesContainer = Library.New<CinchSprite>("Joes Container"); AddChild(_joesContainer); _joesContainer.X = Stage.Instance.ViewportWidth/2; _joesContainer.Y = Stage.Instance.ViewportHeight/2; _joesContainer.Clock = new GameClock("JoesContainerClock"); _play = CinchSprite.NewFromImage("Play", 100f); _pause = CinchSprite.NewFromImage("Pause", 100f); AddChild(_play); AddChild(_pause); _play.Visible = false; _play.X = _pause.X = ViewportWidth - .5f; _play.Y = _pause.Y = ViewportHeight - .5f; _play.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, onPlayPress); _pause.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, onPausePress); _joes = new List<CinchSprite>(); for (var i=0; i < 15; i++) { var joe = CreateJoe(); _joes.Add (joe); joe.ScaleX = -1; } }
public override void OnAwake() { CreateBackground(); _cardsContainer = Library.New<CinchSprite>("CardsContainer"); AddChild(_cardsContainer); _cardsContainer.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, MoveCardToTop); float cardWidth = 100f; float cardHeight = 128f; CinchOptions.DefaultPixelsPerMeter = 100f; for (var number = 0; number < 5; number++) { for (var suit = 0; suit < 4; suit++){ //even though the coordinate system is bottom up, sprite sheets default to top-down coordinates //this can be reversed by setting CinchOptions.UseTopLeftSpriteSheetCoordinates = false var left = number * cardWidth; //move from left to right 100 px at a time var top = suit * cardHeight; //move top to bottom 128 px at a time var pixPerMeter = 100f; var newCard = CinchSprite.NewFromSpriteSheet("Cinch2D/PlayingCards", left, top, cardWidth, cardHeight, pixPerMeter); _cardsContainer.AddChild(newCard); //give the cards random positions and rotations newCard.X = ViewportWidth * Random.Range(-.4f, .4f); newCard.Y = ViewportHeight * Random.Range(-.4f, .4f); newCard.RotationDegrees = Random.Range (-45f, 45f); } } }
public override void OnAwake() { CreateBackground(); _cardsContainer = Library.New <CinchSprite>("CardsContainer"); AddChild(_cardsContainer); _cardsContainer.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, MoveCardToTop); float cardWidth = 100f; float cardHeight = 128f; CinchOptions.DefaultPixelsPerMeter = 100f; for (var number = 0; number < 5; number++) { for (var suit = 0; suit < 4; suit++) { //even though the coordinate system is bottom up, sprite sheets default to top-down coordinates //this can be reversed by setting CinchOptions.UseTopLeftSpriteSheetCoordinates = false var left = number * cardWidth; //move from left to right 100 px at a time var top = suit * cardHeight; //move top to bottom 128 px at a time var pixPerMeter = 100f; var newCard = CinchSprite.NewFromSpriteSheet("Cinch2D/PlayingCards", left, top, cardWidth, cardHeight, pixPerMeter); _cardsContainer.AddChild(newCard); //give the cards random positions and rotations newCard.X = ViewportWidth * Random.Range(-.4f, .4f); newCard.Y = ViewportHeight * Random.Range(-.4f, .4f); newCard.RotationDegrees = Random.Range(-45f, 45f); } } }
public override void OnAwake() { CreateBackground(); //Create a container for "GamePlay" (a bunch of floating berries) _gameplayContainer = Library.New <CinchSprite>("StrawberriesContainer"); AddChild(_gameplayContainer); //pausing this Clock will pause all children _gameplayContainer.Clock = new GameClock("GameplayClock"); //Create 15 FloatingStrawberry's for (var i = 0; i < 15; i++) { _gameplayContainer.AddChild(Library.New <FloatingStrawberry>("Berry" + Random.Range(1, 1000))); } //Create a button to pause gameplay _pause = CinchSprite.NewFromImage("Cinch2D/Pause"); AddChild(_pause); //SetPosition is faster than setting X and Y individually, since X and Y each cause display chain updates _pause.SetPosition(ViewportWidth / 2 - _pause.Width, ViewportHeight / 2 - _pause.Height); _pause.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, Pause); //Create a button to start gameplay _play = CinchSprite.NewFromImage("Cinch2D/Play"); AddChild(_play); _play.SetPosition(ViewportWidth / 2 - _play.Width, ViewportHeight / 2 - _play.Height); _play.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, Play); _play.Visible = false; }
// Use this for initialization public override void OnAwake() { CinchOptions.DefaultPixelsPerMeter = 25f; Stage.Instance.TheCamera.backgroundColor = new Color(.2f, .2f, .2f, 1f); _joesContainer = Library.New <CinchSprite>("Joes Container"); AddChild(_joesContainer); _joesContainer.X = Stage.Instance.ViewportWidth / 2; _joesContainer.Y = Stage.Instance.ViewportHeight / 2; _joesContainer.Clock = new GameClock("JoesContainerClock"); _play = CinchSprite.NewFromImage("Play", 100f); _pause = CinchSprite.NewFromImage("Pause", 100f); AddChild(_play); AddChild(_pause); _play.Visible = false; _play.X = _pause.X = ViewportWidth - .5f; _play.Y = _pause.Y = ViewportHeight - .5f; _play.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, onPlayPress); _pause.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, onPausePress); _joes = new List <CinchSprite>(); for (var i = 0; i < 15; i++) { var joe = CreateJoe(); _joes.Add(joe); joe.ScaleX = -1; } }
public override void OnAwake() { base.OnAwake(); VerifySizingForEmptyObject(); VerifySizingForEmptyParent(); if (ViewportWidth > ViewportHeight) { ViewportWidth = 10f; } else { ViewportHeight = 10f; } _sizeChart = CinchSprite.NewFromImage("SizeChart", 100f, RegistrationPoint.BottomLeft); _sizeChart.Name = "SizeChart"; _sizeChart.X = ViewportWidth / -2; _sizeChart.Y = ViewportHeight / -2; AddChild(_sizeChart); //give it a weird pixels-per-meter to make sure it's not an even width in meters _earthContainer = Library.New <DisplayObjectContainer>("EarthContainer"); _earthContainer.SetPosition(3, 7); AddChild(_earthContainer); var innerContainer = Library.New <DisplayObjectContainer>("InnerContainer"); _earthContainer.AddChild(innerContainer); var yetAnotherContainer = Library.New <DisplayObjectContainer>("YetAnotherContainer"); innerContainer.AddChild(yetAnotherContainer); var earth = CinchSprite.NewFromImage("Earth", 158f, RegistrationPoint.Center); earth.MouseEnabled = true; earth.Name = "Earth"; earth.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, onEarthPress); yetAnotherContainer.AddChild(earth); //give it a weird pixels-per-meter to make sure it's not an even width in meters _mars = CinchSprite.NewFromImage("Mars", 212f, RegistrationPoint.BottomLeft); _mars.MouseEnabled = true; _mars.Name = "Mars"; _mars.SetPosition(.5f, .5f); _mars.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, onMarsPress); AddChild(_mars); }
public override void OnAwake() { base.OnAwake(); VerifySizingForEmptyObject(); VerifySizingForEmptyParent(); if (ViewportWidth > ViewportHeight) ViewportWidth = 10f; else ViewportHeight = 10f; _sizeChart = CinchSprite.NewFromImage("SizeChart", 100f, RegistrationPoint.BottomLeft); _sizeChart.Name = "SizeChart"; _sizeChart.X = ViewportWidth/-2; _sizeChart.Y = ViewportHeight/-2; AddChild(_sizeChart); //give it a weird pixels-per-meter to make sure it's not an even width in meters _earthContainer = Library.New<DisplayObjectContainer>("EarthContainer"); _earthContainer.SetPosition(3, 7); AddChild(_earthContainer); var innerContainer = Library.New<DisplayObjectContainer>("InnerContainer"); _earthContainer.AddChild(innerContainer); var yetAnotherContainer = Library.New<DisplayObjectContainer>("YetAnotherContainer"); innerContainer.AddChild(yetAnotherContainer); var earth = CinchSprite.NewFromImage("Earth", 158f, RegistrationPoint.Center); earth.MouseEnabled = true; earth.Name = "Earth"; earth.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, onEarthPress); yetAnotherContainer.AddChild(earth); //give it a weird pixels-per-meter to make sure it's not an even width in meters _mars = CinchSprite.NewFromImage("Mars", 212f, RegistrationPoint.BottomLeft); _mars.MouseEnabled = true; _mars.Name = "Mars"; _mars.SetPosition(.5f, .5f); _mars.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, onMarsPress); AddChild(_mars); }