public BodyPart(SpriteSheet spriteSheet, Transform transform) { m_transform = transform; m_sprite = new Sprite(Globals.TheGame, spriteSheet, m_transform); m_physics = new PhysicsComponent(Globals.TheGame, m_transform); //PlaceInFrontOf(parent); //Hide(); }
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 Sprite(MyGame theGame, SpriteSheet spriteSheet, Transform transform) { m_theGame = theGame; SpriteSheet = spriteSheet; m_transform = transform; m_srcRect.Width = m_spriteSheet.FrameWidth; m_srcRect.Height = m_spriteSheet.FrameHeight; Origin = new Vector2(0.5f, 0.5f); }
public Backpacker(SpriteSheet spriteSheet, int index) : base() { m_actionManager = new SingleActionManager(); m_sprite = new Sprite(Globals.TheGame, spriteSheet, Transform); m_sprite.Origin = new Vector2(0.5f, 1.0f); m_collider = new AABBCollider(this, new AABB(m_sprite)); m_currentState = BackpackerState.Idle; }
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 Sprite(Sprite spriteToCopy, Transform transform) { m_theGame = spriteToCopy.m_theGame; m_srcRect = spriteToCopy.m_srcRect; m_spriteSheet = spriteToCopy.m_spriteSheet; m_origin = spriteToCopy.m_origin; m_renderOrigin = spriteToCopy.m_renderOrigin; m_colour = spriteToCopy.m_colour; m_renderColour = spriteToCopy.m_renderColour; m_transform = transform; }
public Counter(int length, SpriteSheet counterTexture) : base() { _counterNumbers = new CounterNumber[length]; _maxValue = (int)Math.Pow(10, length) - 1; for (int i = 0; i < length; ++i) { _counterNumbers[i] = new CounterNumber(this, counterTexture); _counterNumbers[i].Alpha = 0.5f; _counterNumbers[i].Transform.ParentTransform = m_transform; _counterNumbers[i].Transform.PosX = i * _counterNumbers[i].Width; } }
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 House(SpriteSheet houseTexture, SpriteSheet maskTexture) : base() { Transform transform; m_transform = new Transform(); transform = new Transform(); transform.ParentTransform = m_transform; m_sprite = new Sprite(Globals.TheGame, houseTexture, m_transform); m_sprite.Origin = new Vector2(0, 1); transform = new Transform(); transform.ParentTransform = m_transform; m_entranceMask = new Sprite(Globals.TheGame, maskTexture, m_transform); m_entranceMask.Origin = new Vector2(0, 1); m_drawingList = World.DL_House; m_drawingList.Add(this, 0); }
public PhysicsParticle(MyGame theGame, SpriteSheet spriteSheet, PhysicsParticleData data) { m_sprite = new Sprite(theGame, spriteSheet, new Transform()); m_theGame = theGame; m_transform = m_sprite.Transform; m_physics = new PhysicsComponent(m_theGame, m_sprite.Transform); m_data = data; }
public BackgroundObject(SpriteSheet texture, int depth) : base() { m_sprite = new Sprite(Globals.TheGame, texture, Transform); m_depth = depth; }
public static void Initalise() { cutscenePlayer = new CutscenePlayer(); cutscenePlayer.Transform.PosX = -100; monster = new Monster(); crowd = new Crowd(40, 18, new Vector2(2.5f, 0.5f)); title = new Title(); DelayAction cameraDelay = new DelayAction(Program.TheGame, CameraDelay); moveToTotem = new MoveToStaticAction(Program.TheGame, Game1.GameCamera.Transform, Vector2.Zero, 1); moveToTotem.StartPosition = new Vector2(CameraMenuX, CameraMenuY); moveToTotem.Interpolator = new PSmoothstepInterpolation(); moveToTotem.Timer.Interval = TimeToFirstTotem; MethodAction moveCrowd = new MethodAction(delegate() { crowd.MoveTo(currentTotemPosition + TotemCrowdOffset, TimeToFirstTotem); }); gotoFirstTotem = new Sequence(1); gotoFirstTotem.AddAction(cameraDelay); gotoFirstTotem.AddAction(moveCrowd); gotoFirstTotem.AddAction(moveToTotem); gotoFirstTotem.AddAction(new MethodAction(delegate() { Cutscenes.ThrowPlayer(Game1.CurrentTotem); })); playerLaunch = new Sequence(1); playerLaunch.AddAction(new DelayAction(Program.TheGame, Crowd.LaunchTensionTime)); moveToAscendingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), cutscenePlayer.Transform, 1); moveToAscendingPlayer.Interpolator = new PSquareInterpolation(0.1f); moveToAscendingPlayer.RotationActive = false; playerLaunch.AddAction(moveToAscendingPlayer); readySequence = new Sequence(1); Transform end = new Transform(Game1.player.Transform, true); end.PosY = Game1.CameraOffset; moveToFallingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), end, 1); moveToFallingPlayer.Interpolator = new PSmoothstepInterpolation(); moveToFallingPlayer.RotationActive = false; readySequence.AddAction(new MethodAction(delegate() { Game1.player.GetReady(); })); readySequence.AddAction(moveToFallingPlayer); readySequence.AddAction(new MethodAction(delegate() { Game1.player.StartCountDown(); })) ; cameraZoom = new ScaleToAction(Program.TheGame, Game1.GameCamera.Transform, Vector2.Zero, 1); cameraZoom.Interpolator = new PSmoothstepInterpolation(); cameraZoom.Timer.Interval = 0.3f; goToPlayerOnGround = new Sequence(1); goToPlayerOnGroundMovement = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), cutscenePlayer.Transform, 1); goToPlayerOnGroundMovement.Timer.Interval = 1.0f; goToPlayerOnGroundMovement.Interpolator = new PSmoothstepInterpolation(); goToPlayerOnGround.AddAction(new DelayAction(Program.TheGame, 0.5f)); goToPlayerOnGround.AddAction(goToPlayerOnGroundMovement); intro = new Sequence(1); MoveToStaticAction moveToMenu = new MoveToStaticAction(Program.TheGame, Game1.GameCamera.Transform, new Vector2(CameraMenuX, CameraMenuY), 1); moveToMenu.Timer.Interval = MoveInTime + 1.0f; intro.AddAction(moveToMenu); intro.AddAction(new MethodAction(delegate() { crowd.PushNewGuy(); })); intro.AddAction(new DelayAction(Program.TheGame, 1.5f)); intro.AddAction(new MethodAction(delegate() { StartMainMenu(); })); goToCliff = new Sequence(1); goToCliff.AddAction(moveToTotem); goToCliff.AddAction(new MethodAction(delegate() { cutscenePlayer.GiveSouls(Game1.TotalScore); monster.OpenMouth(); })); auraTexture = TextureLibrary.GetSpriteSheet("soul_temp"); soulTexture = TextureLibrary.GetSpriteSheet("soul"); //moveToAscendingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), cutscenePlayer.Transform, 1); }
public CounterNumber(Counter parent, SpriteSheet texture) { m_transform = new Transform(parent.Transform, true); m_sprite = new Sprite(Globals.TheGame, texture, m_transform); m_srcCache = m_sprite.SourceRectangle; m_textureInterval = (int)m_sprite.Height; m_halfTexture = m_textureInterval / 2; }