public override void Begin() { base.Begin(); Background = new Background("Sprites/Spritesheets/tile_spritesheet_0.png", "Maps/bg_map_scene1"); Add(Background); ObjectMap objectMap = new ObjectMap("Sprites/Spritesheets/tile_spritesheet_0.png", "Maps/object_map_scene1"); Add(objectMap); Door door = new Door(new Vector2(5 * 16, 11 * 16), 16, 16, new Nazarek()); Add(door); Add(Game1.Player); EverythingRenderer er = new EverythingRenderer(); Camera = new PlayerCamera(640, 360, Engine.Width * 1 / 3, Engine.Height * 1 / 3); Camera.Position = new Vector2(Game1.Player.Position.X - Engine.Width / 2, Game1.Player.Position.Y - Engine.Height / 2); er.Camera = Camera; Add(er); Vector2 newScreenCenter = Camera.ScreenToCamera(new Vector2(Engine.Width / 2, Engine.Height / 2)); PlayerCameraStaticBound camDebug = new PlayerCameraStaticBound(newScreenCenter, Engine.Width * 1 / 3, Engine.Height * 1 / 3); Add(camDebug); NPC aisya = Game1.NPCDict["Aisya"]; aisya.Position = new Vector2(5 * 16, 3 * 16); Add(aisya); }
public override void Begin() { base.Begin(); // Add the EverythingRenderer object so it will actually display the contents of the scene EverythingRenderer er = new EverythingRenderer(); Add(er); // Setup the camera camera = new Camera(640, 360); camera.CenterOrigin(); camera.Zoom = 1.5f; er.Camera = camera; // Attach the new camera to the EverythingRenderer // Create the dummy dum = new Dummy(); Vector2 screenHalf = (new Vector2(Engine.Width, Engine.Height)) / 2; dum.Position = screenHalf; Add(dum); // Create walls (mainly to limit the movement of the dummy and to test collisions) CreateWallBorder(); AdditionalWalls(); }
public override void Begin() { base.Begin(); var renderer = new EverythingRenderer(); Add(renderer); }
public override void Begin() { base.Begin(); EverythingRenderer renderer = new EverythingRenderer(); Add(renderer); camera = new Camera(); camera.CenterOrigin(); }
public override void Begin() { base.Begin(); Background = new Background("Sprites/Spritesheets/tile_spritesheet_0.png", "Maps/nazarek_map"); Add(Background); House house1 = new House(1, new Vector2(4 * 16, 2 * 16)); Add(house1); House house0 = new House(0, new Vector2(21 * 16, 2 * 16)); Add(house0); Door door0 = new Door(new Vector2(house0.X + 16, house0.Y + 16 * 4), 16, 16); door0.Add(new CoDialogue("LOCKED001DOOR")); door0.Locked = true; Add(door0); Door door1 = new Door(new Vector2(house1.X + 30, house1.Y + 62), 21, 17, new Scene1()); Add(door1); Door southExit = new Door(new Vector2(13 * 16, 29 * 16), 4 * 16, 2 * 16, new NazarekSouth()); Add(southExit); Add(Game1.Player); EverythingRenderer er = new EverythingRenderer(); Camera = new PlayerCamera(640, 360, Engine.Width * 1 / 3, Engine.Height * 1 / 3); Camera.Position = new Vector2(Game1.Player.Position.X - Engine.Width / 2, Game1.Player.Position.Y - Engine.Height / 2); er.Camera = Camera; Add(er); Vector2 newScreenCenter = Camera.ScreenToCamera(new Vector2(Engine.Width / 2, Engine.Height / 2)); PlayerCameraStaticBound camDebug = new PlayerCameraStaticBound(newScreenCenter, Engine.Width * 1 / 3, Engine.Height * 1 / 3); Add(camDebug); Monsters monster = new Zaletos(new Vector2(14 * 16 - 8, 14 * 16 - 8)); Add(monster); }
public override void Begin() { base.Begin(); if (!Game1.NazSouthIntro) { Game1.Player.Position = new Vector2(9 * 16, 12 * 16); Game1.GameDialogue = new CoDialogue("NAZSOUTH001INTRO", OnComplete); Game1.GameDialogue.StartDialogue(); } // background Background = new Background("Sprites/Spritesheets/tile_spritesheet_0.png", "Maps/nazarek_south_map"); Add(Background); ObjectMap objectMap = new ObjectMap("Sprites/Spritesheets/tile_spritesheet_0.png", "Maps/nazarek_south_object_map"); Add(objectMap); // player Add(Game1.Player); // renderer EverythingRenderer er = new EverythingRenderer(); Camera = new PlayerCamera(640, 360, Engine.Width * 1 / 3, Engine.Height * 1 / 3); Camera.Position = new Vector2(Game1.Player.Position.X - Engine.Width / 2, Game1.Player.Position.Y - Engine.Height / 2); er.Camera = Camera; Add(er); // objects Entity sign = new Entity(new Vector2(6 * 16, 2 * 16)); sign.Collider = new Hitbox(16, 16); sign.Add(new CoDialogue("NAZSOUTH001SIGN")); Add(sign); // exits Door northExit = new Door(new Vector2(5 * 16, -8), 128, 16, new Nazarek()); Add(northExit); }
public override void Begin() { base.Begin(); EverythingRenderer renderer = new EverythingRenderer(); Add(renderer); camera = new Camera(640, 360); camera.CenterOrigin(); camera.Zoom = 1.5f; renderer.Camera = camera; player = new Player(); Vector2 screenHalf = (new Vector2(Engine.Width, Engine.Height)) / 2; player.Position = screenHalf; Add(player); genWalls(); }
public override void Begin() { base.Begin(); StartButton = new MenuButton(new Vector2(230, 30), "start", true); Add(StartButton); OptionsButton = new MenuButton(new Vector2(230, 90), "options", true); Add(OptionsButton); ExitButton = new MenuButton(new Vector2(230, 150), "exit", true); Add(ExitButton); Buttons.Add(StartButton); Buttons.Add(OptionsButton); Buttons.Add(ExitButton); StartButton.Sprite.Play("selected"); EverythingRenderer er = new EverythingRenderer(); Add(er); }
public override void Begin() { Instance = this; base.Begin(); Renderer renderer = new EverythingRenderer(); var wave = 1; EnemyTimer = Alarm.Create(Alarm.AlarmMode.Persist, () => { GenerateEnemy(wave); wave++; }, 3.0f, false); var colorTimer = Alarm.Create(Alarm.AlarmMode.Looping, null, 60, true); colorTimer.OnComplete = () => { var bulletList = GetEntitiesByTagMask(Game1.DeadBulletTag); foreach (Bullet bullet in bulletList) { var oldColor = bullet.BulletImage.Color.ToVector3(); if (MathHelper.Max(oldColor.X, MathHelper.Max(oldColor.Y, oldColor.Z)) > 0.5f) { var newColor = oldColor * 0.8f; var progress = 0.0f; var bulletColorTimer = Alarm.Create(Alarm.AlarmMode.Looping, null, 0.01f, true); bulletColorTimer.OnComplete = () => { if (progress >= 1.0f) { bulletColorTimer.RemoveSelf(); } bullet.BulletImage.Color = new Color(Vector3.Lerp(oldColor, newColor, progress)); progress += 0.01f; }; bullet.Add(bulletColorTimer); } } }; Add(new Entity() { colorTimer }); PlayerHPImage = new Image(Game1.PlayerHPImageArray[0]); PlayerHPImage.Position = new Vector2(50.0f, 80.0f); PlayerBombNumImage = new Image(Game1.BombNumImageArray[0]); PlayerBombNumImage.Position = new Vector2(400.0f, 80.0f); Add(renderer); Add(new Entity() { new Image(Game1.BGImage) }); Add(new Entity() { PlayerHPImage }); Add(new Entity() { PlayerBombNumImage }); Add(Player.Instance); Add(Cursor.Instance); Player.Instance.Add(EnemyTimer); GenerateEnemy(); }