public play ( string animName, bool forced = false ) : void | ||
animName | string | |
forced | bool | |
return | void |
public LungLevel() { background_ = new FAnimatedSprite("Lungs_Background"); int[] breathing_frames = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }; FAnimation breathing_animation = new FAnimation("breathing", "Lungs_Background", breathing_frames, 250, true); background_.addAnimation(breathing_animation); background_.play("breathing"); AddChild(background_); dust_container_size_ = new Rect(-Futile.screen.halfWidth * 2.5f, -Futile.screen.halfHeight * 2.5f, Futile.screen.width * 2.5f, Futile.screen.height * 2.5f); dust1_ = new Dust("Dust_4", dust_container_size_); AddChild(dust1_); tubes1_ = new FSprite("Lungs_Rear"); AddChild(tubes1_); tubes2_ = new FSprite("Lungs_MidBack1"); AddChild(tubes2_); dust2_ = new Dust("Dust_3", dust_container_size_); AddChild(dust2_); tubes3_ = new FSprite("Lungs_MiddleFore"); AddChild(tubes3_); tubes4_ = new FSprite("Lungs_Fore"); AddChild(tubes4_); dust3_ = new Dust("Dust_2", dust_container_size_); AddChild(dust3_); }
public LungLevel() { background_ = new FAnimatedSprite("Lungs_Background"); int[] breathing_frames = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10}; FAnimation breathing_animation = new FAnimation("breathing", "Lungs_Background", breathing_frames, 250, true); background_.addAnimation(breathing_animation); background_.play("breathing"); AddChild(background_); dust_container_size_ = new Rect(-Futile.screen.halfWidth*2.5f, -Futile.screen.halfHeight*2.5f, Futile.screen.width*2.5f, Futile.screen.height*2.5f); dust1_ = new Dust("Dust_4", dust_container_size_); AddChild(dust1_); tubes1_ = new FSprite("Lungs_Rear"); AddChild(tubes1_); tubes2_ = new FSprite("Lungs_MidBack1"); AddChild(tubes2_); dust2_ = new Dust("Dust_3", dust_container_size_); AddChild(dust2_); tubes3_ = new FSprite("Lungs_MiddleFore"); AddChild(tubes3_); tubes4_ = new FSprite("Lungs_Fore"); AddChild(tubes4_); dust3_ = new Dust("Dust_2", dust_container_size_); AddChild(dust3_); }
// Update is called once per frame void Update() { _time += Time.deltaTime; if (_time > 5.0f) { if (burglar.currentAnim.name == "run") { burglar.play("idle"); } else { burglar.play("run"); } _time -= 5.0f; } }
public HitSwitch(string doorName, string name, World world) : base(new RXRect(0, 0, 10,10), world) { this.handleStateCount = true; this.blocksOtherObjects = true; this.doorName = doorName; this.name = name; sprite = new FAnimatedSprite("HitSwitch/switch"); sprite.addAnimation(new FAnimation("idle", new int[] { 1 }, 100, false)); sprite.addAnimation(new FAnimation("activate", new int[] { 1,1,1,1,2, 3 }, 150, false)); sprite.addAnimation(new FAnimation("activated", new int[] {3 }, 150, false)); sprite.play("idle"); sprite.ignoreTransitioning = true; this.AddChild(sprite); if (C.Save.switchesActivated.Contains(this.name)) { pressed = true; sprite.play("activated"); } }
public override void Update() { if (this.GamePage.leftArrow) { facingLeft = true; sprite.scaleX = -1.0f; gameObject.transform.position = new Vector3(gameObject.transform.position.x - 0.1f, gameObject.transform.position.y, gameObject.transform.position.z); sprite.play("walking"); } else if (this.GamePage.rightArrow) { facingLeft = false; sprite.scaleX = 1.0f; gameObject.transform.position = new Vector3(gameObject.transform.position.x + 0.1f, gameObject.transform.position.y, gameObject.transform.position.z); sprite.play("walking"); } else { sprite.play("standing"); } }
public MagicOrb(FNode owner, World world) : base(new RXRect(0, 0, 5, 5), world) { this.useActualMaxVel = true; maxVel = 2; this.bounceiness = 1f; this.owner = owner; handleStateCount = true; collidesWithWater = false; sprite = new FAnimatedSprite("Magic Orb/magic_orb"); sprite.addAnimation(new FAnimation("idle", new int[] { 1, 2 }, 150, true)); sprite.play("idle"); this.AddChild(sprite); this.xVel = RXRandom.Float() * .5f - .25f; this.yVel = RXRandom.Float() * .5f - .25f; FSoundManager.PlaySound("orbShoot"); }
// Use this for initialization void Start () { FutileParams futileParams = new FutileParams(true, false, false, false); futileParams.AddResolutionLevel(568.0f, 1.0f, 1.0f, ""); // Scale up to 1136 futileParams.origin = new Vector2(0.5f, 0.5f); futileParams.backgroundColor = new Color(0, 0, 0); futileParams.shouldLerpToNearestResolutionLevel = true; Futile.instance.Init(futileParams); Futile.atlasManager.LoadAtlas("Atlases/NinjaCircuitAtlas"); FAnimatedSprite test = new FAnimatedSprite("player"); test.addAnimation(new FAnimation("run", new int[] { 1,2 },100,true)); test.play("run"); Futile.stage.AddChild(test); }
/* * El enemigo se mueve hacia la direccion que tiene asignada. */ public override void Update() { if (direction > 0) { sprite.scaleX = 1f; gameObject.transform.position = new Vector3(gameObject.transform.position.x + speed, gameObject.transform.position.y, gameObject.transform.position.z); } else { sprite.scaleX = -1f; gameObject.transform.position = new Vector3(gameObject.transform.position.x - speed, gameObject.transform.position.y, gameObject.transform.position.z); } sprite.play("enewalk"); if (life <= 0) { generateParticles(); Destroy(); } }
public Player(World world) : base(new RXRect(0, -5, 12, 7), world, "playerShadow") { int animSpeed = 200; int attackSpeed = 100; sprite = new FAnimatedSprite("player"); bounceiness = 0; ResetMaxVel(); handleStateCount = true; sprite.addAnimation(new FAnimation(Direction.DOWN.ToString() + State.IDLE + "1", new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9, 1 }, animSpeed, false)); sprite.addAnimation(new FAnimation(Direction.DOWN.ToString() + State.IDLE + "2", new int[] { 10, 1 }, 1500, false)); sprite.addAnimation(new FAnimation(Direction.DOWN.ToString() + State.IDLE + "3", new int[] { 1, 10, 11, 10, 1 }, animSpeed, false)); sprite.addAnimation(new FAnimation(Direction.UP.ToString() + State.IDLE, new int[] { 4 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.LEFT.ToString() + State.IDLE, new int[] { 7 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.RIGHT.ToString() + State.IDLE, new int[] { 7 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.DOWN.ToString() + State.MOVING, new int[] { 1, 2, 1, 3 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.UP.ToString() + State.MOVING, new int[] { 4, 5, 4, 6 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.LEFT.ToString() + State.MOVING, new int[] { 7, 8 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.RIGHT.ToString() + State.MOVING, new int[] { 7, 8 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.DOWN.ToString() + State.ATTACKING, new int[] { 17, 18 }, attackSpeed, true)); sprite.addAnimation(new FAnimation(Direction.UP.ToString() + State.ATTACKING, new int[] { 19, 20 }, attackSpeed, true)); sprite.addAnimation(new FAnimation(Direction.LEFT.ToString() + State.ATTACKING, new int[] { 21, 22 }, attackSpeed, true)); sprite.addAnimation(new FAnimation(Direction.RIGHT.ToString() + State.ATTACKING, new int[] { 21, 22 }, attackSpeed, true)); sprite.addAnimation(new FAnimation(Direction.DOWN.ToString() + State.TAKE_DAMAGE, new int[] { 12 }, animSpeed, false)); sprite.addAnimation(new FAnimation(Direction.UP.ToString() + State.TAKE_DAMAGE, new int[] { 13 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.LEFT.ToString() + State.TAKE_DAMAGE, new int[] { 14 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.RIGHT.ToString() + State.TAKE_DAMAGE, new int[] { 14 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.DOWN.ToString() + State.DYING, new int[] { 25 }, animSpeed, false)); sprite.addAnimation(new FAnimation(Direction.UP.ToString() + State.DYING, new int[] { 25 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.LEFT.ToString() + State.DYING, new int[] { 25 }, animSpeed, true)); sprite.addAnimation(new FAnimation(Direction.RIGHT.ToString() + State.DYING, new int[] { 25 }, animSpeed, true)); sprite.play(Direction.UP.ToString()); this.AddChild(sprite); }