public PlayerCharacter(SCNNode characterNode) : base(characterNode) { CategoryBitMask = NodeCategory.Lava; velocity = SCNVector3.Zero; IsWalking = false; changingDirection = false; baseWalkSpeed = 0.0167f; JumpBoost = 0.0f; WalkSpeed = baseWalkSpeed * 2; Jumping = false; groundPlaneHeight = 0.0f; playerWalkDirection = WalkDirection.Right; cameraHelper = new SCNNode { Position = new SCNVector3(1000f, 200f, 0f) }; AddChildNode(cameraHelper); CollideSphere = new SCNNode { Position = new SCNVector3(0f, 80f, 0f) }; SCNGeometry geo = SCNCapsule.Create(90f, 160f); SCNPhysicsShape shape2 = SCNPhysicsShape.Create(geo, (NSDictionary)null); CollideSphere.PhysicsBody = SCNPhysicsBody.CreateBody(SCNPhysicsBodyType.Kinematic, shape2); CollideSphere.PhysicsBody.CollisionBitMask = GameCollisionCategory.Banana | GameCollisionCategory.Coin | GameCollisionCategory.Coconut | GameCollisionCategory.Lava; CollideSphere.PhysicsBody.CategoryBitMask = GameCollisionCategory.Player; AddChildNode(CollideSphere); DustPoof = GameSimulation.LoadParticleSystemWithName("dust"); NSString artResourcePath = (NSString)GameSimulation.PathForArtResource("level/effects/effects_transparent.png"); DustPoof.ParticleImage = artResourcePath; DustWalking = GameSimulation.LoadParticleSystemWithName("dustWalking"); DustWalking.ParticleImage = artResourcePath; dustWalkingBirthRate = DustWalking.BirthRate; // Load the animations and store via a lookup table. SetupIdleAnimation(); SetupRunAnimation(); SetupJumpAnimation(); SetupBoredAnimation(); SetupHitAnimation(); PlayIdle(); }
SCNNode CreateTorchNode() { SCNGeometry geometry = SCNBox.Create(20f, 100f, 20f, 0f); geometry.FirstMaterial.Diffuse.Contents = AppKit.NSColor.Brown; var template = new SCNNode { Geometry = geometry }; var particleEmitter = new SCNNode { Position = new SCNVector3(0f, 50f, 0f) }; SCNParticleSystem fire = GameSimulation.LoadParticleSystemWithName("torch", "spark"); particleEmitter.AddParticleSystem(fire); particleEmitter.Light = TorchLight; template.AddChildNode(particleEmitter); return(template); }
SCNNode CreateLargeBanana() { //Create model if (largeBananaCollectable == null) { var node = GameSimulation.LoadNodeWithName("banana", GameSimulation.PathForArtResource("level/banana.dae")); float scaleMode = 0.5f * 10 / 4; node.Scale = new SCNVector3(scaleMode, scaleMode, scaleMode); SCNSphere sphereGeometry = SCNSphere.Create(100); SCNPhysicsShape physicsShape = SCNPhysicsShape.Create(sphereGeometry, new SCNPhysicsShapeOptions()); node.PhysicsBody = SCNPhysicsBody.CreateBody(SCNPhysicsBodyType.Kinematic, physicsShape); // Only collide with player and ground node.PhysicsBody.CollisionBitMask = GameCollisionCategory.Player | GameCollisionCategory.Ground; // Declare self in the banana category node.PhysicsBody.CategoryBitMask = GameCollisionCategory.Coin; // Rotate forever. SCNAction rotateCoin = SCNAction.RotateBy(0f, 8f, 0f, 2f); SCNAction repeat = SCNAction.RepeatActionForever(rotateCoin); node.Rotation = new SCNVector4(0f, 1f, 0f, (nfloat)Math.PI / 2); node.RunAction(repeat); largeBananaCollectable = node; } SCNNode nodeSparkle = largeBananaCollectable.Clone(); SCNParticleSystem newSystem = GameSimulation.LoadParticleSystemWithName("sparkle"); nodeSparkle.AddParticleSystem(newSystem); return(nodeSparkle); }