public Player() { texture = TextureLibrary.GetTexture("Player"); speed = 600; rectangle = texture.Bounds; inventory = new Inventory(); }
public MapBorder() { m_actionManager = new SingleActionManager(); m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_background"), m_transform); m_transform.Position = new Vector2(168, 72); pixelPlayer = new Sprite(Program.TheGame, TextureLibrary.PixelSpriteSheet, new Transform(m_transform, true)); pixelPlayer.Colour = new Vector4((float)255 / (float)255, (float)251 / (float)255, (float)240 / (float)255, 1); pixelPlayer.Transform.PosX = -4; pixelPlayer.Transform.Scale = new Vector2(2, 2); pixelTotem = new Sprite(Program.TheGame, TextureLibrary.PixelSpriteSheet, new Transform(m_transform, true)); pixelTotem.Colour = new Vector4((float)255 / (float)255, (float)251 / (float)255, (float)240 / (float)255, 1); pixelTotem.Origin = new Vector2(0.5f, 1); pixelTotem.Transform.PosY = m_mapFloor; pixelTotem.Transform.Scale = new Vector2(2, m_mapCeiling); m_slideToScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOnScreen, 1); m_slideToScreen.Interpolator = new PSmoothstepInterpolation(); m_slideToScreen.Timer.Interval = durationSlide; m_slideOutOfScreen = new MoveToStaticAction(Program.TheGame, m_transform, positionOutOfScreen, 1); m_slideOutOfScreen.Interpolator = new PSmoothstepInterpolation(); m_slideOutOfScreen.StartPosition = positionOnScreen; m_slideOutOfScreen.Timer.Interval = durationSlide; }
public PowerUp(int index, bool isToLeft) { indexTotemToPlacePowerUp = index; m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("power_up"), m_transform); isPickedUp = false; this.isToLeft = isToLeft; }
// TODO NOTE // Si besoin de créer des particules, il faut un générateur de particules ( ParticleGenerator<ClasseDeParticle> ) /* * "J'ai un système de particules statique deans Game1, Il te faut un générateur de particules pour créer des particules" */ public Soul(Vector2 initialPosition, Player player) { //m_transform.ParentTransform = player.Transform; m_playerInstance = player; m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("soul"), m_transform); Vector2 explodePosition; if (player.IsToLeft) { explodePosition.X = player.Transform.PosX + Program.Random.Next(-72, -20); } else { explodePosition.X = player.Transform.PosX + Program.Random.Next(20, 73); } explodePosition.Y = Program.Random.Next((int)player.Transform.PosY + 50, (int)(player.Transform.PosY + 50 + ExplosionBreadth * m_playerInstance.SpeedMultiplier)); MoveToStaticAction moveToExplosionPoint = new MoveToStaticAction(Program.TheGame, m_transform, explodePosition, 1); moveToExplosionPoint.StartPosition = initialPosition; moveToExplosionPoint.Timer.Interval = BaseExplosionDuration / player.SpeedMultiplier; moveToExplosionPoint.Interpolator = new PSmoothstepInterpolation(); m_moveToPlayer = new MoveToStaticAction(Program.TheGame, m_transform, explodePosition, 1); m_moveToPlayer.StartPosition = explodePosition; m_moveToPlayer.Interpolator = new PSquareInterpolation(1); m_moveToPlayer.Timer.Interval = MoveToPlayerTime; m_animation = new Sequence(1); m_animation.AddAction(moveToExplosionPoint); m_animation.AddAction(new DelayAction(Program.TheGame, (float)(Program.Random.NextDouble() * 0.5f + 0.1f) / m_playerInstance.SpeedMultiplier)); m_animation.AddAction(m_moveToPlayer); m_animation.Start(); }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(TextureLibrary.GetTexture(textureId), new Rectangle(0, 0, 800, 480), Color.White); if (isFading) { if (textFade - fadeSpeed <= 0) { textFade = 0; isFading = false; } else { textFade -= fadeSpeed; } } else { if (textFade + fadeSpeed >= 255) { textFade = 255; isFading = true; } else { textFade += fadeSpeed; } } spriteBatch.DrawString(TextureLibrary.GetFont(FONT_ID.TAPTOGO), "Tap to continue.", tapToGoPosition, new Color(0, 0, 0, (byte)textFade)); }
public MenuScreen() { isActive = false; isHidden = true; canLauchChallenge = false; menuSound = SoundEffectLibrary.Get("cursor").CreateInstance(); m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("menu_start_bg"), m_transform); m_sprite.Transform.Position = outPos; arrow = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("arrow"), new Transform(m_transform, true)); moveTo = new MoveToStaticAction(Program.TheGame, m_transform, inPos, 1); moveTo.StartPosition = new Vector2(80, 200); moveTo.Interpolator = new PSmoothstepInterpolation(); moveTo.Timer.Interval = 0.5f; moveOut = new MoveToStaticAction(Program.TheGame, m_transform, outPos, 1); moveOut.StartPosition = inPos; moveOut.Interpolator = new PSmoothstepInterpolation(); moveOut.Timer.Interval = 0.5f; choice = MenuState.START; challengeChoice = ChallengeState.CHALL_1; }
/// <summary> /// Constructs a TextureManagerWindow used to edit an already existing library /// </summary> /// <param name="mapPath">The current map project path</param> /// <param name="library">The library to edit</param> public TextureManagerWindow(string mapPath, TextureLibrary library) { _mapPath = mapPath; TextureLibrary = library; Textures = library.Textures; InitializeComponent(); TextureLibName.Focus(); CreateBtn.Content = "Save"; // Disable the folder browse FileBrowseBtn.IsEnabled = false; // Bind to the texture list box and enable the create button TextureListBox.ItemsSource = Textures; TextureLibName.Text = TextureLibrary.Name; CreateLibraryPanel.Visibility = Visibility.Collapsed; AddTexturePanel.Visibility = Visibility.Visible; _isEdit = true; }
public void OnHit() { Transform transform = new Transform(m_transform, true); Sprite impactSprite = new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("shuriken_impact"), transform); transform.Position = m_shurikenBounds.GetRandomPoint(Globals.Random) - m_transform.PositionGlobal; transform.Direction = m_helper.GetAngle(m_shurikenBounds.Transform, transform); //transform.Direction += Globals.Random.NextDouble() - 0.5; Transform impactEffectTransform = new Transform(transform); impactEffectTransform.ScaleUniform = 6; impactEffectTransform.Direction += 0.5f; m_hitParticles.AddParticle(new ImpactEffect(impactEffectTransform, ImpactTexture, 0.15f)); double distance = m_helper.GetDistance(m_shurikenBounds.Transform.PositionGlobal, transform.PositionGlobal); transform.SclX = (float)(distance / m_shurikenBounds.Radius) + 0.2f; transform.SclY = 1 + (float)(Globals.Random.NextDouble() * 0.5); if (currentIndex == m_impacts.Length) { currentIndex = 0; } m_impacts[currentIndex] = impactSprite; currentIndex++; }
public override void Update() { if (activeTimer) { timer = (float)Program.TheGame.ElapsedTime; //timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; timeCounter -= timer; if (timeCounter < 1.0f) { m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("counter_2"), m_transform); } if (timeCounter < 0.5f) { m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("counter_1"), m_transform); } if (timeCounter < 0) { activeTimer = false; m_sprite.Transform.Scale = new Vector2(0); countdownHasFinished = true; Game1.scoreBorder.Slide(true); Game1.mapBorder.Slide(true); OnFinish(); } } }
public void SetCounter(int combo, bool triggerAnimation) { if (combo == 0) { m_transform.SclX = 0; return; } if (combo > Game1.scoreBorder.ScoreMultiplierMax) { combo = Game1.scoreBorder.ScoreMultiplierMax; } string comboIndex = "multiplier_x" + player.ComboCount.ToString(); // TODO Limiter le counter par rapport au sprite // if (combo > Game1.scoreBorder.ScoreMultiplierMax) { m_sprite.SpriteSheet = TextureLibrary.GetSpriteSheet("multiplier_x" + Game1.scoreBorder.ScoreMultiplierMax); } else { m_sprite.SpriteSheet = TextureLibrary.GetSpriteSheet(comboIndex); } if (triggerAnimation) { m_bump.StartScale = new Vector2(2.1f, 2.1f); m_bump.Restart(); } }
public PauseScreen() { isGamePaused = false; m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("pause"), m_transform); m_sprite.Transform.Position = new Vector2(80, 72); m_sprite.Transform.Scale = new Vector2(0); }
public static void InitialiseIndexes() { particleTextures[0] = TextureLibrary.GetSpriteSheet("totem_particle_1"); particleTextures[1] = TextureLibrary.GetSpriteSheet("totem_particle_2"); particleTextures[2] = TextureLibrary.GetSpriteSheet("totem_particle_3"); particleTextures[3] = TextureLibrary.GetSpriteSheet("totem_particle_4"); }
public Bg_Cloud_Long(int depth) : base(TextureLibrary.GetSpriteSheet("bg_cloudlong"), depth) { //_placementOffset = new Vector2(100, 24); m_sprite.Alpha = 0.2f; m_placementJitter = new Vector2(600, 100); Transform.Scale = new Vector2(2.0f, 2.0f); }
public Prop(string textureName) : base() { m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet(textureName), new Transform(m_transform, true)); m_sprite.Transform.Direction = Math.PI * 10; Physics = new PhysicsComponent(Program.TheGame, m_sprite.Transform); Physics.OnBounce = delegate() { IsVisible = false; }; }
public void resetCountdown() { timer = 0; timeCounter = TimerMaxValue; activeTimer = false; countdownHasFinished = false; m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("counter_3"), m_transform); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here TextureLibrary.LoadTextures(Content); }
public Missile(Vector2 aDirection, Vector2 aPosition, float aDamage, float aSpeed, GameObject aShooter) : base(TextureLibrary.GetTexture("Missile"), new Rectangle(aPosition.ToPoint(), new Point(100, 100))) { myDirection = aDirection; myDamage = aDamage; myShooter = aShooter; mySpeed = aSpeed; myTarget = (BaseEnemy)Game1.myObjects.Where(x => x is BaseEnemy).FirstOrDefault(); }
public Bullet(Vector2 aDirection, Vector2 aPosition, float aDamage, float aSpeed, GameObject aShooter) : base(TextureLibrary.GetTexture("Bullet"), new Rectangle(aPosition.ToPoint(), new Point(25, 25))) { myDirection = aDirection; myDamage = aDamage; myShooter = aShooter; mySpeed = aSpeed; mySound = SoundLibrary.GetSound("Shoot"); }
public Countdown() { timer = 0; activeTimer = false; countdownHasFinished = false; m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("counter_3"), m_transform); m_sprite.Transform.Position = new Vector2(Game1.GameboyWidth / 2, Game1.GameboyHeight / 2); m_sprite.Transform.Scale = new Vector2(); }
public void ShowMenu() { choice = MenuState.START; actionManager.StartNew(moveTo); isActive = true; isHidden = false; m_transform.ScaleUniform = 1.0f; m_sprite.SpriteSheet = TextureLibrary.GetSpriteSheet("menu_start_bg"); m_transform.Position = outPos; }
public Individual(Crowd crowd, Vector2 positionInCrowd) : base() { m_transform.Position = positionInCrowd; m_transform.ParentTransform = crowd.Transform; m_spriteTransform = new Transform(); m_jumpTransform = new PastaGameLibrary.Transform(m_spriteTransform, true); m_sprite = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("perso_foule"), m_jumpTransform); m_sprite.Origin = new Vector2(0.5f, 1.0f); m_saut = new Sequence(-1); /// ///Jump animation /// Vector2 jumpTarget = new Vector2(0, (float)(Program.Random.NextDouble() * JumpHeight * 0.5 + JumpHeight * 0.5)); float movementTime = (float)(Program.Random.NextDouble() * 0.5 * JumpMovementTime + JumpMovementTime * 0.5); MoveToStaticAction jumpMovement = new MoveToStaticAction(Program.TheGame, m_jumpTransform, jumpTarget, 1); jumpMovement.Timer.Interval = movementTime; jumpMovement.Interpolator = new PBounceInterpolation(0); m_saut.AddAction(jumpMovement); m_saut.AddAction(new DelayAction(Program.TheGame, TotalJumpTime - movementTime)); /// ///Walk animation /// m_walk = new MoveToStaticAction(Program.TheGame, m_jumpTransform, new Vector2(0, 1), -1); m_walk.Timer.Interval = (float)Program.Random.NextDouble() * WalkAnimationTime * 0.5f + WalkAnimationTime * 0.5f; m_walk.Interpolator = new BooleanInterpolation(); /// ///Throw player animation /// m_throw = new Sequence(1); float intensity = 1 - Math.Min(1, m_transform.Position.Length() * 0.02f); m_throwStretch = new ScaleToAction(Program.TheGame, m_jumpTransform, new Vector2(1.0f, 1 - intensity * 0.5f), 1); m_throwStretch.Interpolator = new PSmoothstepInterpolation(); ScaleToAction throwDestretch = new ScaleToAction(Program.TheGame, m_jumpTransform, new Vector2(1.0f, 1.0f), 1); throwDestretch.Timer.Interval = 0.1f; m_throw.AddAction(m_throwStretch); MoveToStaticAction throwMovement = new MoveToStaticAction(Program.TheGame, m_jumpTransform, Vector2.Zero, 1); throwMovement.StartPosition = new Vector2(0, -20 - 30 * intensity); throwMovement.Timer.Interval = 0.4f; throwMovement.Interpolator = new PBounceInterpolation(0, 1); m_throw.AddAction(new Concurrent(new PastaGameLibrary.Action[] { throwMovement, throwDestretch })); m_actionManager = new SingleActionManager(); }
/// <summary> /// Constructor. /// </summary> public RenderHost(IRenderHostSetup renderHostSetup) : base(renderHostSetup) { GraphicsHost = Graphics.FromHwnd(HostHandle); GraphicsHostDeviceContext = GraphicsHost.GetHdc(); CreateSurface(HostInput.Size); CreateBuffers(BufferSize); TextureLibrary = new TextureLibrary(); ShaderLibrary = new ShaderLibrary(this); FontConsolas12 = new Font("Consolas", 12); }
public void Initialize() { Fonts = new FontLibrary(gs); //LevelMaps = new LevelMapLibrary(gs); LevelScripts = new LevelScriptLibrary(gs); Songs = new SongLibrary(gs); SoundEffects = new SoundEffectLibrary(gs); Textures = new TextureLibrary(gs); Sprites = new SpriteLibrary(gs); Stories = new StoryLibrary(gs); }
public Shuriken() : base() { m_attack = new AttackComponent(1.0f, 0.1f); m_sprite = new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("atk_shuriken", 1, 5), m_transform); m_sprite.Origin = new Vector2(0.5f, 0.0f); m_transform.Scale = new Vector2(3.0f, 3.0f); m_animation = new SpriteSheetAnimation(m_sprite, 0, 4, 0.1f, 1); m_pointCollider = new PointCollider(m_attack, Transform); World.UL_Global.Add(this, 0); World.DL_Foreground.Add(this, 0); }
protected PlayerObject(TextureLibrary textureLibrary, Player owner) { TextureLibrary = textureLibrary; Texture = TextureLibrary.GetObjectTextureByType(GetType()); Owner = owner; ColorTexture = new TileColorTexture { Texture = textureLibrary.GetTileColorByType(Owner.Color), TileColor = Owner.Color }; }
public static void Initialise(InsoGame insoGame) { theGame = insoGame; Backgrounds = new BackgroundObjectLibrary(); TextureLibrary.Initialise(theGame.GraphicsDevice); debugFont = insoGame.Content.Load <SpriteFont>("Spritefonts/debug"); EarthTile.GroundSectionTextures = new SpriteSheet[] { TextureLibrary.GetSpriteSheet("section"), }; ShurikenReceiver.ImpactTexture = TextureLibrary.GetSpriteSheet("shuriken_impacteffect", 1, 4); //Destructible.MiniFireTexture = TextureLibrary.GetSpriteSheet("minifire", 1, 4); //FireworkSpark.SparkTexture = InsoGame.Pixel; //FireworkBlast.ParticleTextures = new SpriteSheet[] { // TextureLibrary.GetSpriteSheet("firework_blastp"), // TextureLibrary.GetSpriteSheet("firework_blastp_2"), // TextureLibrary.GetSpriteSheet("firework_blastp_3"), // TextureLibrary.GetSpriteSheet("firework_blastp_4"), // TextureLibrary.GetSpriteSheet("firework_blastp_5"), //}; //FireworkBlastParticle.BackgroundTexture = TextureLibrary.GetSpriteSheet("firework_blastp_b"); //FireworkBlast.HaloTexture = TextureLibrary.GetSpriteSheet("firework_halo"); //PointDigit.IndicatorTexture = TextureLibrary.GetSpriteSheet("counter_vertical"); //House.GroundTexture = TextureLibrary.GetSpriteSheet("section_1"); //Tpl_Enemy.DefaultThumbnail = TextureLibrary.GetSpriteSheet("thb_default"); //BurnSmoke.SmokeTexture = TextureLibrary.GetSpriteSheet("smoke1"); //Confetti.ConfettiTexture = TextureLibrary.GetSpriteSheet("confetti", 1, 4); Coin.CoinTextures = new SpriteSheet[] { TextureLibrary.GetSpriteSheet("coin_copper", 1, 6), TextureLibrary.GetSpriteSheet("coin_silver", 1, 6), TextureLibrary.GetSpriteSheet("coin_gold", 1, 6), }; //StackCoin.StackCoinTextures = new Texture2D[] //{ // TextureLibrary.GetSpriteSheet("coin_copper_pile"), // TextureLibrary.GetSpriteSheet("coin_silver_pile"), // TextureLibrary.GetSpriteSheet("coin_gold_pile"), //}; //Ts_BaseZombie.ZombieTombStoneTextures = new Texture2D[] //{ // TextureLibrary.GetSpriteSheet("ts_bz_1"), // TextureLibrary.GetSpriteSheet("ts_bz_2"), //}; }
public Title() : base() { m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("titre_anime", 4, 1), m_transform); m_animation = new SpriteSheetAnimation(m_sprite, 0, 3, 1.0f, -1); m_animation.Start(); m_physics = new PhysicsComponent(Program.TheGame, m_transform); m_physics.GroundLevel = (int)TitleY; m_physics.Mass = 4; m_moveTo = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(TitleX, -100), 1); m_moveTo.Interpolator = new PSmoothstepInterpolation(); m_moveTo.Timer.Interval = 0.4f; m_transform.Position = new Vector2(TitleX, -100); }
public static void Initialise() { s_transform = new Transform(); Backpackers[0] = new Backpacker(TextureLibrary.GetSpriteSheet("backpacker_0", 1, 8), 0); Backpackers[1] = new Backpacker(TextureLibrary.GetSpriteSheet("backpacker_1", 1, 8), 1); Backpackers[2] = new Backpacker(TextureLibrary.GetSpriteSheet("backpacker_2", 1, 8), 2); for (int i = 0; i < Backpackers.Length; ++i) { World.DL_Backpackers.Add(Backpackers[i], 0); World.UL_Global.Add(Backpackers[i], 0); } InitialiseMovingOutAnimation(); }
public ComboCounter(Player player) { m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("multiplier_x1"), m_transform); m_sprite.Transform.Position = new Vector2(Game1.GameboyWidth / 2, Game1.GameboyHeight / 2 + 20); m_sprite.Transform.Scale = new Vector2(0); m_bump = new ScaleToAction(Program.TheGame, m_transform, new Vector2(2.3f, 2.3f), 1); m_bump.Interpolator = new PBounceInterpolation(0); m_bump.Timer.Interval = 0.2f; this.player = player; initialWidth = 37; m_sprite.SourceRectangle = new Rectangle(0, 0, 0, (int)m_sprite.Height); m_sprite.Origin = new Vector2(0f, 0.5f); }
private void DrawUpgradeStuff(SpriteBatch batch) { var font = TextureLibrary.GetFont(FONT_ID.HUDINFO); int cA, cR, cD, cC, nA, nR, nD; this.towers[selectedTile].GetLevelInfo(out cA, out cR, out cD, out cC, out nA, out nR, out nD); batch.DrawString(font, "Cost: ", new Vector2(5, 120), Color.DarkGreen); batch.DrawString(font, (cC != -1 ? cC.ToString() : "None"), new Vector2(5, 140), Color.Red); batch.DrawString(font, "Attack: ", new Vector2(5, 160), Color.DarkGreen); batch.DrawString(font, cA + " ->" + (cC != -1 ? nA.ToString() : "None"), new Vector2(5, 180), Color.Red); batch.DrawString(font, "Range: ", new Vector2(5, 200), Color.DarkGreen); batch.DrawString(font, cR + " ->" + (cC != -1 ? nR.ToString() : "None"), new Vector2(5, 220), Color.Red); batch.DrawString(font, "Delay: ", new Vector2(5, 240), Color.DarkGreen); batch.DrawString(font, cD + " ->" + (cC != -1 ? nD.ToString() : "None"), new Vector2(5, 260), Color.Red); }