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 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 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 ImpactEffect(Transform transform, SpriteSheet effectSheet, float effectLength) { m_impactSprite = new Sprite(Globals.TheGame, effectSheet, transform); m_impactSprite.Origin = new Microsoft.Xna.Framework.Vector2(0.1f, 0.9f); m_impactSprite.Alpha = 0.3f; m_spriteAnimation = new SpriteSheetAnimation(m_impactSprite, 0, effectSheet.AmountOfFrames - 1, effectLength, 1); m_spriteAnimation.Start(); }
public PhysicsParticle(SpriteSheet spriteSheet, Vector2 startPosition, float fx, float fy) { m_transform = new Transform(); m_transform.Position = startPosition; m_physics = new PhysicsComponent(Program.TheGame, m_transform); m_sprite = new Sprite(Program.TheGame, spriteSheet, m_transform); m_sprite.Colour = new Vector4(24.0f / 255, 52.0f / 255, 66.0f/ 255, 1); m_physics.Throw(fx, fy, 0); }
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(); }
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 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); }
public Explosion(Vector2 initialPosition, Player player) { //m_transform.ParentTransform = player.Transform; m_playerInstance = player; m_transform.Position = player.Transform.PositionGlobal; m_sprite = new Sprite(Program.TheGame, particleTextures[Program.Random.Next(0, 4)], m_transform); m_physics = new PhysicsComponent(Program.TheGame, m_transform); m_physics.Mass = 2 + (float)Program.Random.NextDouble(); m_physics.GroundLevel = Program.Random.Next(0, 10); float fx = 1 + (float)Program.Random.NextDouble() * 2; float fy = -1 - (float)Program.Random.NextDouble() * 2; if (player.SpriteTransform.PosX < 0) m_physics.Throw(fx, fy, 1.0f); else m_physics.Throw(-fx, fy, 1.0f); }
public Monster() : base() { m_spriteSheetNomNom = TextureLibrary.GetSpriteSheet("anim_monstre_miam", 8, 1); m_spriteSheetIdle = TextureLibrary.GetSpriteSheet("anim_monstre_neutre", 5, 1); m_sprite = new Sprite(Program.TheGame, m_spriteSheetIdle, m_transform); m_sprite.PixelCorrection = true; m_idle = new SpriteSheetAnimation(m_sprite, 0, 4, 3.0f, -1); m_openMouth = new SpriteSheetAnimation(m_sprite, 4, 6, 0.5f, 1); m_closeMouth = new Sequence(1); m_closeMouth.AddAction(new SpriteSheetAnimation(m_sprite, 6, 7, 0.45f, 1)); m_closeMouth.AddAction(new MethodAction(Idle)); m_actionManager = new SingleActionManager(); m_transform.Position = new Vector2(MonsterPosX, MonsterPosY); m_breathing = new MoveToStaticAction(Program.TheGame, m_transform, m_transform.Position + new Vector2(0, 3), -1); m_breathing.Interpolator = new PSineInterpolation(); m_breathing.Timer.Interval = 4.0f; m_breathing.Start(); }
public MetalSection(SectionType type) : base(type) { m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("totem_sprite_1"), m_transform); m_sprite.Origin = TotemSection.spriteOrigin; bool left = type == SectionType.Left || type == SectionType.Bilateral; bool right = type == SectionType.Right || type == SectionType.Bilateral; if (left) { m_metalSpriteLeft = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("totem_sprite_metal_left"), new Transform(m_transform, true)); m_metalSpriteLeft.Transform.PosX = -3; m_metalSpriteLeft.Origin = TotemSection.spriteOrigin; } if (right) { m_metalSpriteRight = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("totem_sprite_metal_right"), new Transform(m_transform, true)); m_metalSpriteRight.Transform.PosX = 3; m_metalSpriteRight.Origin = TotemSection.spriteOrigin; } }
public ScoreBorder() { m_actionManager = new SingleActionManager(); score = 0; m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_background"), m_transform); m_transform.Position = new Vector2(-8, 72); m_graphicScore = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("score_foreground"), new Transform(m_transform, true)); m_graphicScore.Origin = new Vector2(0.5f, 1); m_graphicScore.Transform.Position = new Vector2(0,72); m_graphicScore.Transform.SclY = 0f; 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.StartPosition = positionOnScreen; m_slideOutOfScreen.Interpolator = new PSmoothstepInterpolation(); m_slideOutOfScreen.Timer.Interval = durationSlide; }
public AABB(Sprite sprite) { m_origin = sprite.Origin; m_dimensions = sprite.Dimensions; m_transform = sprite.Transform; }
public MaskCollider(Object owner, Sprite sprite) : base(owner, CollisionMethods.ColliderType.Mask) { m_sprite = sprite; }
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 void OnHit(Vector2 position) { Transform transform = new Transform(m_transform, true); Sprite impactSprite = new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("shuriken_impact"), transform); transform.Position = position - m_transform.PositionGlobal; transform.Direction = Globals.Random.NextDouble(); //transform.Direction += Globals.Random.NextDouble() - 0.5; transform.SclX = 1 + (float)(Globals.Random.NextDouble() * 0.5) + 0.5f; if (currentIndex == m_impacts.Length) currentIndex = 0; m_impacts[currentIndex] = impactSprite; currentIndex++; }
public CutscenePlayer() : base() { m_ascendSound = SoundEffectLibrary.Get("ascend").CreateInstance(); m_cloud = new Prop("cloud"); m_sword = new Prop("sword"); m_shlingSprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("shling"), new Transform(m_transform, true)); m_sprite = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("player_cutscene", 1, 4), new Transform(m_transform, true)); m_sprite.Origin = new Vector2(0.5f, 0.5f); m_sprite.PixelCorrection = false; m_moveToCrowd = new MoveToTransform(Program.TheGame, m_transform, null, null, 1); m_moveToCrowd.Timer.Interval = 0.1f; MoveToStaticAction carryMovement = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(0, CarryHeight - 5), 1); carryMovement.Interpolator = new PBounceInterpolation(1.0f); carryMovement.StartPosition = new Vector2(0, CarryHeight); carryMovement.Timer.Interval = 0.2f; MethodAction action = new MethodAction(delegate() { carryMovement.StartPosition = new Vector2(0, CarryHeight); }); Sequence bounceAnimation = new Sequence(-1); bounceAnimation.AddAction(carryMovement); bounceAnimation.AddAction(action); m_carryAnimation = new Sequence(1); m_carryAnimation.AddAction(m_moveToCrowd); m_carryAnimation.AddAction(bounceAnimation); //Sword movement Transform start = new Transform(m_transform, true); Transform end = new Transform(m_transform, true); m_swordMovement = new MoveToTransform(Program.TheGame, m_sword.Transform, start, end, 1); end.PosX = SwordOffsetToPlayerX; end.PosY = SwordOffsetToPlayerY; m_swordDelay = new DelayAction(Program.TheGame, AscendDuration * SwordStartTimeRatio); //Cloud movement m_cloudMovement = new MoveToStaticAction(Program.TheGame, m_cloud.Transform, new Vector2(CloudOffsetToPlayerX, CloudOffsetToPlayerY), 1); m_cloudMovement.StartPosition = new Vector2(CloudStartX, 0); m_cloudMovement.Interpolator = new PSquareInterpolation(0.25f); //Delay of the ascend, then sword/cloud movement Sequence swordAndCloudMovement = new Sequence(1); swordAndCloudMovement.AddAction(m_swordDelay); swordAndCloudMovement.AddAction(new Concurrent(new PastaGameLibrary.Action[] { m_swordMovement, m_cloudMovement })); m_ascendMovement = new MoveToTransform(Program.TheGame, m_transform, new Transform(), new Transform(), 1); m_ascendMovement.Interpolator = new PSquareInterpolation(0.5f); MethodAction showPlayer = new MethodAction(delegate() { m_sprite.Transform.PosY -= 1; Game1.player.ShowPlayer(); isVisible = false; m_cloud.IsVisible = false; m_sword.IsVisible = false; }); //Shling! ScaleToAction shlingScale = new ScaleToAction(Program.TheGame, m_shlingSprite.Transform, new Vector2(ShlingScale, ShlingScale), 1); shlingScale.Timer.Interval = ShlingTime; shlingScale.StartScale = Vector2.Zero; shlingScale.Interpolator = new PSquareInterpolation(2); RotateToStaticAction shlingRotate = new RotateToStaticAction(Program.TheGame, m_shlingSprite.Transform, ShlingSpin, 1); shlingRotate.Timer.Interval = ShlingTime; m_shling = new Concurrent(new PastaGameLibrary.Action[] { shlingScale, shlingRotate }); Sequence readyAnim = new Sequence(1); readyAnim.AddAction(new DelayAction(Program.TheGame, 0.5f)); readyAnim.AddAction(new MethodAction(delegate() { Cutscenes.GetReady(); SoundEffectLibrary.Get("sword_slash").Play(); })); Concurrent shlingReady = new Concurrent(new PastaGameLibrary.Action[] { m_shling, readyAnim, }); m_ascend = new Sequence(1); m_ascend.AddAction(new DelayAction(Program.TheGame, Crowd.LaunchTensionTime)); m_ascend.AddAction(new MethodAction(delegate() { m_ascendSound.Play(); })); Concurrent ascendAndSword = new Concurrent(new PastaGameLibrary.Action[] { m_ascendMovement, swordAndCloudMovement }); m_ascend.AddAction(ascendAndSword); m_ascend.AddAction(showPlayer); m_ascend.AddAction(shlingReady); m_physics = new PhysicsComponent(Program.TheGame, m_transform); m_physics.Mass = 3.0f; m_jumpFromTotem = new Sequence(1); m_decelerate = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1); m_decelerate.Interpolator = new PSquareInterpolation(0.5f); m_jumpFromTotem.AddAction(m_decelerate); m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.2f)); m_jumpFromTotem.AddAction(new MethodAction(delegate() { m_physics.OnBounce = null; m_physics.Throw(1.0f, -2.0f, 0); Game1.CurrentMusic.StopDynamicMusic(); SoundEffectLibrary.Get("sword_slash").Play(); })); m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.75f)); m_jumpFromTotem.AddAction(new MethodAction(delegate() { Game1.SetupNextRound(); if (Game1.CurrentTotem == null) { Cutscenes.GoToCliff(); } else { Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0); } })); m_actionManager = new SingleActionManager(); m_hitSpikes = new Sequence(1); m_moveToCrashingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), new Transform(), 1); m_moveToCrashingPlayer.Timer.Interval = 0.2f; m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 1.0f)); m_hitSpikes.AddAction(m_moveToCrashingPlayer); m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_hitSpikes.AddAction(new MethodAction(delegate() { if (Game1.CurrentTotem == null) { Cutscenes.GoToCliff(); } else { Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0); } m_sprite.SetFrame(0); m_physics.OnBounce = null; m_physics.Throw(0, -3, 0); m_transform.PosY = m_physics.GroundLevel; })); m_auraParticles = new ParticleSystem(Program.TheGame, 100); m_soulParticles = new ParticleSystem(Program.TheGame, 500); m_levitate = new Sequence(1); m_moveToCliffTip = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(Cutscenes.InitialCharacterPosition + 10, -8), 1); m_moveToCliffTip.Interpolator = new PSmoothstepInterpolation(); m_moveToCliffTip.Timer.Interval = 1.0f; m_levitate.AddAction(m_moveToCliffTip); m_levitate.AddAction(new MethodAction(delegate() { m_generateSouls = true; })); m_particleGenerator = new ParticleGenerator <GlitterParticle>(Program.TheGame, m_auraParticles); m_particleGenerator.Automatic = true; m_particleGenerator.GenerationInterval = 0.01f; m_soulParticleGenerator = new ParticleGenerator <SoulParticle>(Program.TheGame, m_soulParticles); m_jumpInMouth = new Sequence(1); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { m_generateSouls = false; })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { JumpInMonsterMouth(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.25f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.monster.CloseMouth(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 2.0f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.crowd.PushNewGuy(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 1.0f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.StartMainMenu(); })); }
public SoulParticle() { m_transform = new Transform(); m_transform.Position = Cutscenes.cutscenePlayer.Transform.Position; m_physics = new PhysicsComponent(Program.TheGame, m_transform); m_sprite = new Sprite(Program.TheGame, Cutscenes.soulTexture, m_transform); m_physics.Throw((float)Program.Random.NextDouble() * 0.5f + 0.6f, (float)Program.Random.NextDouble() * -2.0f, 0); m_physics.GroundLevel = 55; }
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 GlitterParticle() { m_sprite = new Sprite(Program.TheGame, Cutscenes.auraTexture, m_transform); float speed = 20; float direction = (float)(Program.Random.NextDouble() * Math.PI * 2); m_velX = (float)(Math.Cos(direction) * speed); m_velY = (float)(Math.Sin(direction) * speed); m_transform.Position = Cutscenes.cutscenePlayer.Transform.Position; }
public CutscenePlayer() : base() { m_ascendSound = SoundEffectLibrary.Get("ascend").CreateInstance(); m_cloud = new Prop("cloud"); m_sword = new Prop("sword"); m_shlingSprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("shling"), new Transform(m_transform, true)); m_sprite = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("player_cutscene", 1, 4), new Transform(m_transform, true)); m_sprite.Origin = new Vector2(0.5f, 0.5f); m_sprite.PixelCorrection = false; m_moveToCrowd = new MoveToTransform(Program.TheGame, m_transform, null, null, 1); m_moveToCrowd.Timer.Interval = 0.1f; MoveToStaticAction carryMovement = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(0, CarryHeight - 5), 1); carryMovement.Interpolator = new PBounceInterpolation(1.0f); carryMovement.StartPosition = new Vector2(0, CarryHeight); carryMovement.Timer.Interval = 0.2f; MethodAction action = new MethodAction(delegate() { carryMovement.StartPosition = new Vector2(0, CarryHeight); }); Sequence bounceAnimation = new Sequence(-1); bounceAnimation.AddAction(carryMovement); bounceAnimation.AddAction(action); m_carryAnimation = new Sequence(1); m_carryAnimation.AddAction(m_moveToCrowd); m_carryAnimation.AddAction(bounceAnimation); //Sword movement Transform start = new Transform(m_transform, true); Transform end = new Transform(m_transform, true); m_swordMovement = new MoveToTransform(Program.TheGame, m_sword.Transform, start, end, 1); end.PosX = SwordOffsetToPlayerX; end.PosY = SwordOffsetToPlayerY; m_swordDelay = new DelayAction(Program.TheGame, AscendDuration * SwordStartTimeRatio); //Cloud movement m_cloudMovement = new MoveToStaticAction(Program.TheGame, m_cloud.Transform, new Vector2(CloudOffsetToPlayerX, CloudOffsetToPlayerY), 1); m_cloudMovement.StartPosition = new Vector2(CloudStartX, 0); m_cloudMovement.Interpolator = new PSquareInterpolation(0.25f); //Delay of the ascend, then sword/cloud movement Sequence swordAndCloudMovement = new Sequence(1); swordAndCloudMovement.AddAction(m_swordDelay); swordAndCloudMovement.AddAction(new Concurrent(new PastaGameLibrary.Action[] { m_swordMovement, m_cloudMovement })); m_ascendMovement = new MoveToTransform(Program.TheGame, m_transform, new Transform(), new Transform(), 1); m_ascendMovement.Interpolator = new PSquareInterpolation(0.5f); MethodAction showPlayer = new MethodAction(delegate() { m_sprite.Transform.PosY -= 1; Game1.player.ShowPlayer(); isVisible = false; m_cloud.IsVisible = false; m_sword.IsVisible = false; }); //Shling! ScaleToAction shlingScale = new ScaleToAction(Program.TheGame, m_shlingSprite.Transform, new Vector2(ShlingScale, ShlingScale), 1); shlingScale.Timer.Interval = ShlingTime; shlingScale.StartScale = Vector2.Zero; shlingScale.Interpolator = new PSquareInterpolation(2); RotateToStaticAction shlingRotate = new RotateToStaticAction(Program.TheGame, m_shlingSprite.Transform, ShlingSpin, 1); shlingRotate.Timer.Interval = ShlingTime; m_shling = new Concurrent(new PastaGameLibrary.Action[] { shlingScale, shlingRotate }); Sequence readyAnim = new Sequence(1); readyAnim.AddAction(new DelayAction(Program.TheGame, 0.5f)); readyAnim.AddAction(new MethodAction(delegate() { Cutscenes.GetReady(); SoundEffectLibrary.Get("sword_slash").Play(); })); Concurrent shlingReady = new Concurrent(new PastaGameLibrary.Action[] { m_shling, readyAnim, }); m_ascend = new Sequence(1); m_ascend.AddAction(new DelayAction(Program.TheGame, Crowd.LaunchTensionTime)); m_ascend.AddAction(new MethodAction(delegate() { m_ascendSound.Play(); })); Concurrent ascendAndSword = new Concurrent(new PastaGameLibrary.Action[] { m_ascendMovement, swordAndCloudMovement }); m_ascend.AddAction(ascendAndSword); m_ascend.AddAction(showPlayer); m_ascend.AddAction(shlingReady); m_physics = new PhysicsComponent(Program.TheGame, m_transform); m_physics.Mass = 3.0f; m_jumpFromTotem = new Sequence(1); m_decelerate = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1); m_decelerate.Interpolator = new PSquareInterpolation(0.5f); m_jumpFromTotem.AddAction(m_decelerate); m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.2f)); m_jumpFromTotem.AddAction(new MethodAction(delegate() { m_physics.OnBounce = null; m_physics.Throw(1.0f, -2.0f, 0); Game1.CurrentMusic.StopDynamicMusic(); SoundEffectLibrary.Get("sword_slash").Play(); })); m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.75f)); m_jumpFromTotem.AddAction(new MethodAction(delegate() { Game1.SetupNextRound(); if (Game1.CurrentTotem == null) Cutscenes.GoToCliff(); else Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0); })); m_actionManager = new SingleActionManager(); m_hitSpikes = new Sequence(1); m_moveToCrashingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), new Transform(), 1); m_moveToCrashingPlayer.Timer.Interval = 0.2f; m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 1.0f)); m_hitSpikes.AddAction(m_moveToCrashingPlayer); m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_hitSpikes.AddAction(new MethodAction(delegate() { if(Game1.CurrentTotem == null) Cutscenes.GoToCliff(); else Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0); m_sprite.SetFrame(0); m_physics.OnBounce = null; m_physics.Throw(0, -3, 0); m_transform.PosY = m_physics.GroundLevel; })); m_auraParticles = new ParticleSystem(Program.TheGame, 100); m_soulParticles = new ParticleSystem(Program.TheGame, 500); m_levitate = new Sequence(1); m_moveToCliffTip = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(Cutscenes.InitialCharacterPosition + 10, -8), 1); m_moveToCliffTip.Interpolator = new PSmoothstepInterpolation(); m_moveToCliffTip.Timer.Interval = 1.0f; m_levitate.AddAction(m_moveToCliffTip); m_levitate.AddAction(new MethodAction(delegate() { m_generateSouls = true; })); m_particleGenerator = new ParticleGenerator<GlitterParticle>(Program.TheGame, m_auraParticles); m_particleGenerator.Automatic = true; m_particleGenerator.GenerationInterval = 0.01f; m_soulParticleGenerator = new ParticleGenerator<SoulParticle>(Program.TheGame, m_soulParticles); m_jumpInMouth = new Sequence(1); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { m_generateSouls = false; })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { JumpInMonsterMouth(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.25f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.monster.CloseMouth(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 2.0f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.crowd.PushNewGuy(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 1.0f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.StartMainMenu(); })); }
// public Tpl_PogoZombie() // : base(typeof(PogoZombie), "e_pz") //{ // _hp = 3; // _speed = 2.4f; // _jumpForce = 25; // _appearanceRate = 30; //} public PogoZombie() : base() { m_jumpForce = Globals.Random.Next(-JumpForceInterval, JumpForceInterval + 1) + JumpForce; m_sprite = new Sprite(Globals.TheGame, TextureLibrary.GetSpriteSheet("zombie_pogo", 1, 8), Transform); m_sprite.Origin = new Vector2(0.5f, 1.0f); m_physics = new PhysicsComponent(Globals.TheGame, Transform); m_loot = Loot.GenerateLoot(12); m_currentFrame = 0; ObjectState.BeginAction = delegate() { m_sprite.SetFrame(m_currentFrame); }; ObjectState.StandbyAction = delegate() { m_sprite.SetFrame(m_currentFrame + 1); }; ObjectState.DestroyAction = delegate() { m_destructible.ClearHitEvents(); Backpacker.HitPlayerColliders.Remove(m_collider); }; m_collider = new AABBCollider(this, new AABB(m_sprite)); Backpacker.HitPlayerColliders.Add(m_collider, delegate(Collider other) { m_physics.Throw(10.0f, -10.0f, 0.1f); }); m_destructible = new DestructibleComponent(Transform, m_collider, m_collider.AABB, 4); m_hitAnimation = new HitAnimation(World.baseEffect); m_impactBox = new AABB(new Transform(Transform, true), new Vector2(20, 60)); m_impactBox.Transform.Position = new Vector2(5, -54); m_shurikenReceiver = new ShurikenReceiver(Transform, m_impactBox, 5); m_measurer = new AABBMeasurer(m_impactBox); //_projections = new BodyPart[] { // null, // new BodyPart(this, new Vector2(0, -65), "bp_basezombiearm"), // new BodyPart(this, new Vector2(-10, -55), "bp_basezombiearm"), // new BodyPart(this, new Vector2(15, -75), "bp_basezombiehead"), //}; //_destroyProjections = new BodyPart[] //{ // new BodyPart(this, new Vector2(10, -50), "bp_basezombieupperb"), // new BodyPart(this, new Vector2(10, -50), "bp_pogostick"), // new BodyPart(this, new Vector2(10, -10), "bp_basezombielowerb") //}; /// /// Body parts /// m_bodyParts = new ParticleSystem(Globals.TheGame, 6); m_head = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombiehead"), new Transform(Transform, true)); m_head.Transform.Position = new Vector2(7, -97); m_bodyParts.AddParticle(m_head); m_armR = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombiearm"), new Transform(Transform, true)); m_armR.Transform.Position = new Vector2(-20, -70); m_bodyParts.AddParticle(m_armR); m_lowerB = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombielowerb"), new Transform(Transform, true)); m_lowerB.Transform.Position = new Vector2(0, -40); m_bodyParts.AddParticle(m_lowerB); m_upperB = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombieupperb"), new Transform(Transform, true)); m_upperB.Transform.Position = new Vector2(0, -65); m_bodyParts.AddParticle(m_upperB); m_armL = new BodyPart(TextureLibrary.GetSpriteSheet("bp_basezombiearm"), new Transform(Transform, true)); m_armL.Transform.Position = new Vector2(-20, -70); m_bodyParts.AddParticle(m_armL); m_pogoStick = new BodyPart(TextureLibrary.GetSpriteSheet("bp_pogostick"), new Transform(Transform, true)); m_pogoStick.Transform.Position = new Vector2(-6, -40); m_bodyParts.AddParticle(m_pogoStick); /// ///Hit events /// m_destructible.SetHitEvent(AttackType.Shuriken, OnShurikenHit); m_destructible.SetHitEvent(AttackType.Slash, OnSliceHit); /// /// Health events /// m_destructible.AddHealthEvent(3, false, new MethodAction(delegate() { m_currentFrame = 2; m_sprite.SetFrame(m_currentFrame); m_head.Pop(-1.1f, 800, true); })); m_destructible.AddHealthEvent(2, false, new MethodAction(delegate() { m_currentFrame = 4; m_sprite.SetFrame(m_currentFrame); m_armL.Pop(-1.1f, 800, true); })); m_destructible.AddHealthEvent(1, false, new MethodAction(delegate() { m_currentFrame = 6; m_sprite.SetFrame(m_currentFrame); m_armR.Pop(-1.1f, 800, true); })); m_destructible.AddHealthEvent(0, false, new MethodAction(delegate() { m_upperB.Pop(-1.1f, 800, true); m_lowerB.Pop(-1.1f, 800, true); m_pogoStick.Pop(-1.1f, 200, true); ObjectState.Destroy(); })); ObjectState.Begin(); }
public SpikeSection(SectionType type) : base(type) { m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("totem_sprite_1"), m_transform); m_sprite.Origin = TotemSection.spriteOrigin; bool left = type == SectionType.Left || type == SectionType.Bilateral; bool right = type == SectionType.Right || type == SectionType.Bilateral; if (left) { m_spikeSpriteLeft = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("totem_sprite_spikes_left_1"), new Transform(m_transform, true)); //m_spikeSpriteLeft.Transform.PosX = -4; m_spikeSpriteLeft.Transform.PosX = -19; m_spikeSpriteLeft.Origin = TotemSection.spriteOrigin; } if (right) { m_spikeSpriteRight = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("totem_sprite_spikes_right_1"), new Transform(m_transform, true)); m_spikeSpriteRight.Origin = TotemSection.spriteOrigin; //m_spikeSpriteRight.Transform.PosX = 4; m_spikeSpriteRight.Transform.PosX = 19; } }
public SpriteSheetAnimation(Sprite sprite, int startFrame, int endFrame, float intervalInSeconds, int playAmount) : base(sprite.TheGame, playAmount) { m_sprite = sprite; m_startFrame = startFrame; m_endFrame = endFrame; Timer.Interval = intervalInSeconds; }
public TotemTop() : base(SectionType.Bilateral) { m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("totem_sprite_1"), m_transform); m_sprite.Origin = TotemSection.spriteOrigin; }