コード例 #1
0
ファイル: ModularSkeleton.cs プロジェクト: Orujimaru/Orujin
        public ModularSkeleton(Vector2 position)
            : base(position, "ModularSkeleton", "TestObject")
        {
            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/RightArm"), new Vector2(-49, 6), new Vector2(41, 73), Color.White, "RightArm");
            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/TopRightArm"), new Vector2(-5, -20), new Vector2(73, 61), Color.White, "TopRightArm");

            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/TopRightLeg"), new Vector2(10, 40), new Vector2(48, 62), Color.White, "TopRightLeg");
            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/RightLeg"), new Vector2(8, 80), new Vector2(36, 74), Color.White, "RightLeg");

            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/Body"), new Vector2(20, -5), new Vector2(40, 72), Color.White, "Body");
            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/Head"), new Vector2(-15, -72), new Vector2(72, 73), Color.White, "Head");

            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/TopLeftLeg"), new Vector2(43, 48), new Vector2(46, 66), Color.White, "TopLeftLeg");
            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/LeftLeg"), new Vector2(43, 90), new Vector2(38, 73), Color.White, "LeftLeg");

            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/TopLeftArm"), new Vector2(35, -15), new Vector2(57, 39), Color.White, "TopLeftArm");
            this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/Skeleton/LeftArm"), new Vector2(25, 22), new Vector2(60, 26), Color.White, "LeftArm");

            this.rendererComponents.AddModularAnimationToComponent("Head", OrujinGame.GetModularAnimationByName("SkeletonHead"));
            this.rendererComponents.AddModularAnimationToComponent("Body", OrujinGame.GetModularAnimationByName("SkeletonBody"));
            this.rendererComponents.AddModularAnimationToComponent("TopLeftArm", OrujinGame.GetModularAnimationByName("TopLeftArm"));
            this.rendererComponents.AddModularAnimationToComponent("LeftArm", OrujinGame.GetModularAnimationByName("LeftArm"));
            this.rendererComponents.AddModularAnimationToComponent("TopRightArm", OrujinGame.GetModularAnimationByName("TopRightArm"));
            this.rendererComponents.AddModularAnimationToComponent("RightArm", OrujinGame.GetModularAnimationByName("RightArm"));
            this.rendererComponents.AddModularAnimationToComponent("TopRightLeg", OrujinGame.GetModularAnimationByName("TopRightLeg"));
            this.rendererComponents.AddModularAnimationToComponent("RightLeg", OrujinGame.GetModularAnimationByName("RightLeg"));
            this.rendererComponents.AddModularAnimationToComponent("TopLeftLeg", OrujinGame.GetModularAnimationByName("TopLeftLeg"));
            this.rendererComponents.AddModularAnimationToComponent("LeftLeg", OrujinGame.GetModularAnimationByName("LeftLeg"));
            GameManager.game.AddObject(this);
        }
コード例 #2
0
        /***Add objects here***/
        public override void Start()
        {
            Tile tile1 = new Tile(OrujinGame.GetTexture2DByName("Textures/Level1"), new Vector2(1280 / 2, 720 / 2), new Vector2(0, 0), "Tile1", "Tile");

            Player testPlayer = new Player(new Vector2(400, 500), "PlayerOne");

            this.CreateCameraEventsAndBorders(testPlayer.identity);

            base.AddInputCommand("PlayerOne", "Jump", DynamicArray.ObjectArray(2.0f), Keys.Up, Buttons.A);
            base.AddInputCommand("PlayerOne", "MovePlayer", DynamicArray.ObjectArray(new Vector2(-10.0f, 0)), Keys.Left, Buttons.LeftThumbstickLeft);
            base.AddInputCommand("PlayerOne", "MovePlayer", DynamicArray.ObjectArray(new Vector2(10.0f, 0)), Keys.Right, Buttons.LeftThumbstickRight);

            base.AddInputCommand("Camera", "Scale", DynamicArray.ObjectArray(new Vector2(0.1f, 0.1f)), Keys.W, Buttons.X);
            base.AddInputCommand("Camera", "Scale", DynamicArray.ObjectArray(new Vector2(-0.1f, -0.1f)), Keys.S, Buttons.X);
            base.AddInputCommand("Camera", "MoveBy", DynamicArray.ObjectArray(new Vector2(-1280.0f, 0), 1000), Keys.A, Buttons.X);

            base.AddInputCommand("Camera", "SetParent", DynamicArray.ObjectArray(testPlayer), Keys.C, Buttons.X);
            base.AddInputCommand("Camera", "CenterParentContiniously", DynamicArray.ObjectArray(500), Keys.V, Buttons.X);

            base.AddInputCommand("Camera", "SetPosition", DynamicArray.ObjectArray(new Vector2(100, 100)), Keys.B, Buttons.X);

            //Load level once the game and the events have been set up.
            this.LoadLevel("Content/Levels/TheMeadowPart1FixedGrass.xml", new MyObjectProcessor());

            base.Start();
        }
コード例 #3
0
ファイル: SpriteSkeleton.cs プロジェクト: Orujimaru/Orujin
 public SpriteSkeleton(Vector2 position)
     : base(position, "SpriteSkeleton", "TestObject")
 {
     this.rendererComponents.AddSprite(OrujinGame.GetTexture2DByName("Textures/SkeletonSpriteSheet"), Vector2.Zero, null, Color.White, "SpriteAnimation");
     this.rendererComponents.AddAnimationToComponent("SpriteAnimation", OrujinGame.GetSpriteAnimationByName("SkeletalSpriteAnimation"));
     GameManager.game.AddObject(this);
 }
コード例 #4
0
        public static Sprite CreateColoredRectangle(RendererComponents parent, Color color, float width, float height, Vector2 position, string name, int layer)
        {
            Sprite s = new Sprite(parent, OrujinGame.GetTexture2DByColor(color), position, new Vector2(1, 1), 0, color, layer, name, 1);

            s.SetOrigin(new Vector2(width / 2, height / 2));
            s.rendererPackage.destination = new Rectangle(0, 0, (int)width, (int)height);
            return(s);
        }
コード例 #5
0
 public void DebugPlayMusic(string music)
 {
     OrujinGame.PlaySong(music, false);
 }