コード例 #1
0
        public AnimationCommodore(string text, double time, double visualPriority)
            : base(time, visualPriority)
        {
            TheLieutenant = new Image("lieutenant", new Vector3(-300, 500, 0))
            {
                SizeX = 6,
                VisualPriority = Preferences.PrioriteGUIMenuPrincipal
            };

            Bubble = new Image("bulle", new Vector3(-100, 300, 0))
            {
                SizeX = 8,
                VisualPriority = Preferences.PrioriteGUIMenuPrincipal + 0.02f,
                Origin = Vector2.Zero
            };

            TypeWriter = new TextTypeWriter
            (
                text,
                Color.Black,
                new Vector3(20, 280, 0),
                @"Pixelite",
                2.0f,
                new Vector2(600, 500),
                50,
                true,
                1000,
                true,
                new List<string>()
                {
                    "sfxLieutenantParle1",
                    "sfxLieutenantParle2",
                    "sfxLieutenantParle3",
                    "sfxLieutenantParle4"
                },
                Scene
            );
            TypeWriter.Text.VisualPriority = Preferences.PrioriteGUIMenuPrincipal;

            GPE = new EffectsController<IPhysical>();
            GVE = new EffectsController<IVisual>();

            MovePathEffect edt = new MovePathEffect();
            edt.Delay = 0;
            edt.Length = this.Duration;
            edt.Progress = Effect<IPhysical>.ProgressType.Linear;
            edt.InnerPath = new Path2D
            (new List<Vector2> { new Vector2(-300, 500), new Vector2(-300, 275), new Vector2(-300, 275), new Vector2(-300, 700) },
             new List<double> { 0, 1000, this.Duration - 1000, this.Duration });

            GPE.Add(TheLieutenant, edt);

            edt = new MovePathEffect();
            edt.Delay = 0;
            edt.Length = this.Duration;
            edt.Progress = Effect<IPhysical>.ProgressType.Linear;
            edt.InnerPath = new Path2D
            (new List<Vector2> { new Vector2(-100, 300), new Vector2(-100, -100), new Vector2(-100, -100), new Vector2(-100, 500) },
             new List<double> { 0, 1000, this.Duration - 1000, this.Duration });

            GPE.Add(Bubble, edt);

            edt = new MovePathEffect();
            edt.Delay = 0;
            edt.Length = this.Duration;
            edt.Progress = Effect<IPhysical>.ProgressType.Linear;
            edt.InnerPath = new Path2D
            (new List<Vector2> { new Vector2(-75, 325), new Vector2(-75, -75), new Vector2(-75, -75), new Vector2(-75, 500) },
             new List<double> { 0, 1000, this.Duration - 1000, this.Duration });

            GPE.Add(TypeWriter.Text, edt);
        }
コード例 #2
0
        public void Show()
        {
            ClearActiveEffects();

            InitPressStart();

            VisualEffectsIds.Add(Scene.VisualEffects.Add(PressStart, EphemereGames.Core.Visual.VisualEffects.Fade(PressStart.Alpha, 255, 500, 1000)));
            VisualEffectsIds.Add(Scene.VisualEffects.Add(Commander, Core.Visual.VisualEffects.Fade(Commander.Alpha, 255, 0, 1000)));
            VisualEffectsIds.Add(Scene.VisualEffects.Add(Filter, Core.Visual.VisualEffects.Fade(Filter.Alpha, 100, 0, 500)));

            MovePathEffect mpe = new MovePathEffect()
            {
                StartAt = 0,
                PointAt = false,
                Delay = 0,
                Length = 10000,
                Progress = Core.Utilities.Effect<IPhysical>.ProgressType.Linear,
                InnerPath = new Path2D(new List<Vector2>()
                        {
                            new Vector2(-1920, -85),
                            new Vector2(-1000, -85),
                            new Vector2(-740, -85)
                        }, new List<double>()
                        {
                            0,
                            600,
                            1200
                        })
            };

            PhysicalEffectsIds.Add(Scene.PhysicalEffects.Add(Filter, mpe));
        }