public GangsterTrail(Gangster _gangster, Sprite _sprite) { m_gangster = _gangster; s_sprite = _sprite; // for (int i = 0 ; i < _sprite.Bitmap.Width ; i++) { // for (int j = 0 ; j < _sprite.Bitmap.Height; j++) { // m_sprite.Bitmap.SetPixel(i, j, Color.Green); // } // } //m_sprite.ReloadBitmap(); s_sprite.Size.Y = s_sprite.Bitmap.Size.Height / Tile.Size; s_sprite.Size.X = s_sprite.Bitmap.Size.Width / Tile.Size; }
public override void Setup(Game _game, UserInput _keyboard, ScreenMessage _message) { base.Setup(_game, _keyboard, _message); TileMap tilemap = new TileMap("pictures/targetlevel.png"); m_house = new ObjectHouse(tilemap); StarryBackground bg = new StarryBackground(tilemap.Size); m_house.AddDrawable(bg); gangsterNo1 = new Hero(m_keyboard, m_house); gangsterNo1.Position = new Vector2f(1f, 10f); gangsterNo1.PlaceInWorld(tilemap); m_house.AddDrawable(gangsterNo1); m_house.AddUpdateable(gangsterNo1); m_game.SetCameraSubject(gangsterNo1); tilemap.Create(m_house, _game); Text score = new Text("Left: 00"); score.updateAction = (_d) => { score.Contents = "Left: " + m_house.GetAllDrawable<Target>().Count().ToString("00"); }; score.SetHUD(_game.Camera); score.TopRight(); m_house.AddUpdateable(score); m_house.AddDrawable(score); Text time = new Text("Time: 00:00"); time.SetHUD(_game.Camera); time.TopLeft(); timePassed = 0; time.updateAction = (_d) => { timePassed += _d; time.Contents = "Time: " + timePassed.ToString("00.00").Replace(".",":"); }; m_house.AddUpdateable(time); m_house.AddDrawable(time); }
public override void Setup(Game _game, UserInput _keyboard, ScreenMessage _message) { base.Setup(_game, _keyboard, _message); deathTimer = 0; startTimer = 0; winTimer = 0; if (_message.Level != null) { m_tilemap = _message.Level; } else { m_tilemap = new TileMap(levelFile); } m_size = new Vector2i(m_tilemap.Width, m_tilemap.Height); Bounds.Right = m_size.X; Bounds.Top = m_size.Y; m_house = new ObjectHouse(m_tilemap); StarryBackground bg = new StarryBackground(m_tilemap.Size); m_house.AddDrawable(bg); gangsterNo1 = new Hero(m_keyboard, m_house); gangsterNo1.Position = new Vector2f(1f, 10f); gangsterNo1.PlaceInWorld(m_tilemap); m_house.AddDrawable(gangsterNo1); m_house.AddUpdateable(gangsterNo1); m_house.Add<IShootable>(gangsterNo1); m_game.SetCameraSubject(gangsterNo1); m_tilemap.Create(m_house, _game); m_house.AddDrawable(m_tilemap); // Text score = new Text("Left: 00"); // score.updateAction = (_d) => { // score.Contents = "Left: " + m_house.GetAllDrawable<Target>().Count().ToString("00"); // }; // score.SetHUD(_game.Camera); // score.TopRight(); // // m_house.AddUpdateable(score); // m_house.AddDrawable(score); // // Score score_pic = new Score(gangsterNo1); // score_pic.SetHUD(_game.Camera); // score_pic.TopLeft(); // // m_house.AddUpdateable(score_pic); // m_house.AddDrawable(score_pic); // // // pixelly_fx_buffer // = new ScreenSprite( // new Vector2i(Game.SmallScreenWidth, Game.SmallScreenHeight), // new Vector2i(Game.ScreenWidth, Game.ScreenHeight), // new Vector2i(Game.Width, Game.Height)) { // CaptureLayer = Layer.Pixelly, // Layer = Layer.Normal, // Scaling = Sprite.ScaleType.Pixelly, // Feedback = 0.9f, // Priority = Priority.Front // }; // pixelly_fx_buffer.updateAction = () => { // pixelly_fx_buffer.Position = -_game.Camera.LastOffset; // }; // // m_house.AddDrawable(pixelly_fx_buffer); // m_house.AddUpdateable(pixelly_fx_buffer); // m_house.Add<IGrabing>(pixelly_fx_buffer); // // blurry_fx_buffer // = new ScreenSprite( // new Vector2i(Game.SmallScreenWidth/2, Game.SmallScreenHeight/2), // new Vector2i(Game.ScreenWidth, Game.ScreenHeight), // new Vector2i(Game.Width, Game.Height)) { // CaptureLayer = Layer.Blurry, // Layer = Layer.Normal, // Scaling = Sprite.ScaleType.Blurry, // Feedback = 0.9f, // Priority = Priority.Back // }; // blurry_fx_buffer.SetHUD(_game.Camera); // // m_house.AddDrawable(blurry_fx_buffer); // m_house.AddUpdateable(blurry_fx_buffer); // m_house.Add<IGrabing>(blurry_fx_buffer); // death_fx_buffer = new Effect( new Vector2i(Game.SmallScreenWidth/2, Game.SmallScreenHeight/2), new Vector2i(Game.ScreenWidth, Game.ScreenHeight), new Vector2i(Game.Width, Game.Height)) { CaptureLayer = Layer.Normal, Layer = Layer.FX, Feedback = 1f, Priority = Priority.Front }; death_fx_buffer.SetHUD(_game.Camera); death_fx_buffer.SetSpinning(15); death_fx_buffer.SetZooming(-0.2f); // // // // // start_fx_buffer // = new ScreenSprite( // new Vector2i(Game.SmallScreenWidth/2, Game.SmallScreenHeight/2), // new Vector2i(Game.ScreenWidth, Game.ScreenHeight), // new Vector2i(Game.Width, Game.Height)) { // CaptureLayer = Layer.Normal, // Layer = Layer.FX, // Priority = Priority.Front, // Scaling = Sprite.ScaleType.Pixelly // }; // start_fx_buffer.SetHUD(_game.Camera); // start_fx_buffer.SetFading(1f, new float[]{0,0,0,1}, new float[]{0,0,0,0}); // start_fx_buffer.SetPixelling(new InverseLogAnimator(0.5f), // new Vector2i(2, 2), // start_fx_buffer.CaptureSize); // start_fx_buffer.SetBackground(new float[]{0,0,0,1f}); // m_house.AddDrawable(start_fx_buffer); // m_house.AddUpdateable(start_fx_buffer); // m_house.Add<IGrabing>(start_fx_buffer); // // welcome_message = new Text(_message.Message); // welcome_message.SetHUD(m_game.Camera); // welcome_message.CentreOn(Game.Size.ToF()/2); // welcome_message.Priority = Priority.Front; // welcome_message.Layer = Layer.FX; // welcome_message.Transparency = 0f; // m_house.AddDrawable(welcome_message); }
public override void Setup(Game _game, UserInput _keyboard, ScreenMessage _message) { base.Setup(_game, _keyboard, _message); deathTimer = 0; startTimer = 0; winTimer = 0; m_tilemap = new TileMap(levelFile); m_size = new Vector2i(m_tilemap.Width, m_tilemap.Height); Bounds.Right = m_size.X; Bounds.Top = m_size.Y; m_house = new ObjectHouse(m_tilemap); StarryBackground bg = new StarryBackground(m_tilemap.Size); bg.Layer = Layer.Pixelly; m_house.AddDrawable(bg); gangsterNo1 = new Hero(m_keyboard, m_house); gangsterNo1.Position = m_tilemap.locationData.start.point; gangsterNo1.PlaceInWorld(m_tilemap); m_house.AddDrawable(gangsterNo1); m_house.AddUpdateable(gangsterNo1); m_house.Add<IShootable>(gangsterNo1); m_game.SetCameraSubject(gangsterNo1); m_tilemap.Create(m_house, _game); m_house.AddDrawable(m_tilemap); m_tilemap.Priority = Priority.Middle; endzone = m_tilemap.locationData.end.box; // fx // pixelly pixellyEffect = new Effect( new Vector2i(Game.SmallScreenWidth/2, Game.SmallScreenHeight/2), new Vector2i(Game.ScreenWidth, Game.ScreenHeight), new Vector2i(Game.Width, Game.Height)){ CaptureLayer = Layer.Pixelly, Layer = Layer.FX, Priority = Priority.Back, Scaling = Sprite.ScaleType.Pixelly }; pixellyEffect.SetHUD(_game.Camera); m_house.AddDrawable(pixellyEffect); m_house.AddUpdateable(pixellyEffect); m_house.Add<IGrabing>(pixellyEffect); // fading fadingEffect = new Effect( new Vector2i(Game.ScreenWidth, Game.ScreenHeight), new Vector2i(Game.ScreenWidth, Game.ScreenHeight), new Vector2i(Game.Width, Game.Height)){ CaptureLayer = Layer.Blurry | Layer.Pixelly | Layer.Normal | Layer.FX, Layer = Layer.Fade, Priority = Priority.Front }; fadingEffect.SetHUD(_game.Camera); fadingEffect.SetFading(1f, new Colour(0,0,0,1), new Colour(0,0,0,0)); fadingEffect.SetBackground(new Colour(0,0,0,1f)); m_house.AddDrawable(fadingEffect); m_house.AddUpdateable(fadingEffect); m_house.Add<IGrabing>(fadingEffect); // messages welcome_message = new Text("Welcome to the Magnum House..."); welcome_message.SetHUD(m_game.Camera); welcome_message.CentreOn(Game.Size.ToF()/2); welcome_message.Priority = Priority.Front; welcome_message.Layer = Layer.Normal; welcome_message.Transparency = 0f; m_house.AddDrawable(welcome_message); }
public NetworkGangster(Gangster _gangster, string serverAddress) : base(serverAddress) { gangster = _gangster; }