public static List<BackgroundObject> CreateBackgroundObjects(int amountToCreate, Transform transform, Vector2 generationBounds, Vector2 spacing, StyleManager.LevelStyle style, int depth) { List<BackgroundObject> result = new List<BackgroundObject>(); int maxAmountOfObjectsHorizontal = (int)(generationBounds.X / spacing.X); if (spacing.X == 0) maxAmountOfObjectsHorizontal = 1; int maxAmountOfObjectsVertical = (int)(generationBounds.Y / spacing.Y); if (spacing.Y == 0) maxAmountOfObjectsVertical = 1; int maxAmountOfObjects = maxAmountOfObjectsHorizontal * maxAmountOfObjectsVertical; List<int> indexes = new List<int>(); for (int i = 0; i < maxAmountOfObjects; ++i) indexes.Add(i); for (int i = 0; i < amountToCreate; ++i) { int selectionIndex = Globals.Random.Next(0, indexes.Count); int placementX = indexes[selectionIndex] % maxAmountOfObjectsHorizontal; int placementY = indexes[selectionIndex] / maxAmountOfObjectsVertical; indexes.RemoveAt(selectionIndex); BackgroundObject objectToGenerateFrom = Globals.Backgrounds.GetObject(style, depth); BackgroundObject newObject = new BackgroundObject(objectToGenerateFrom); if(transform != null) newObject.Transform.ParentTransform = transform; newObject.Transform.PosX = spacing.X * placementX; newObject.Transform.PosY = spacing.Y * placementY; newObject.ApplyJitter(); result.Add(newObject); } return result; }
public Slash(GraphicsDevice device, int minLength) { //_vertexBuffer = new VertexBuffer(device, typeof(VertexPositionNormalTexture), _vertices.Length, BufferUsage.None); m_attack = new AttackComponent(0.6f, 0.1f); m_attack.Unlock(); m_attack.Enable(); _minLength = minLength; m_sliceCollider = new LineCollider(m_attack); _slashStart = new Transform(); _slashEnd = new Transform(); _slashStart.Scale = new Vector2(5, 5); _slashEnd.Scale = new Vector2(10, 10); _device = device; InitMatrices(); InitVertices(); World.UL_Global.Add(this, 0); m_effect = new BasicEffect(device); m_effect.LightingEnabled = false; m_effect.VertexColorEnabled = false; m_effect.World = _world; m_effect.View = _view; m_effect.Projection = _projection; }
public double GetAngle(Transform a, Transform b) { double dist = GetDistance(a.Position, b.Position); double sine = (b.PosY - a.PosY) / dist; double cosine = (b.PosX - a.PosX) / dist; return GetAngle(cosine, sine); }
public Button(Sprite sprite) : base() { m_buttonSprite = sprite; m_transform = m_buttonSprite.Transform; m_aabb = new AABB(m_transform, m_buttonSprite.Dimensions); }
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 ShurikenReceiver(Transform transform, AABB shurikenBounds, int impactBufferSize) { m_transform = transform; m_shurikenBounds = shurikenBounds; m_impacts = new Sprite[impactBufferSize]; m_helper = new GeometryHelper(); m_hitParticles = new ParticleSystem(Globals.TheGame, 2); m_generator = new ParticleGenerator<PhysicsParticle>(Globals.TheGame, m_hitParticles); }
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 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 PhysicsComponent(PhysicsComponent objectToCopy, Transform transform) { m_myGame = objectToCopy.m_myGame; m_transform = transform; Mass = objectToCopy.Mass; Friction = objectToCopy.Friction; Restitution = objectToCopy.Restitution; AirFriction = objectToCopy.AirFriction; }
public PhysicsComponent(MyGame theGame, Transform transform) { m_myGame = theGame; m_transform = transform; Mass = 1; Friction = 1; Restitution = 1; AirFriction = 1; }
public Transform(Transform other) { m_localTransform = other.m_localTransform; m_position = other.m_position; m_scale = other.m_scale; m_direction = other.m_direction; m_updateTransformMatrixFlag = other.m_updateTransformMatrixFlag; m_parentTransform = other.m_parentTransform; }
public Actor(MyGame theGame) { m_theGame = theGame; //Sets the entity's ID to a unique ID. _ID = currentID; ++currentID; m_parent = null; m_transform = new Transform(); }
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 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 Transform(Transform other, bool isParent) { if (isParent) m_parentTransform = other; else { m_localTransform = other.m_localTransform; m_position = other.m_position; m_scale = other.m_scale; m_direction = other.m_direction; m_updateTransformMatrixFlag = other.m_updateTransformMatrixFlag; m_parentTransform = other.m_parentTransform; } }
public ScoreDisplay() { m_transform = new Transform(); m_slideIn = new MoveToStaticAction(Program.TheGame, m_transform, inPos, 1); m_slideIn.StartPosition = outPos; m_slideIn.Timer.Interval = 0.25f; m_slideIn.Interpolator = new PSmoothstepInterpolation(); m_slideOut = new MoveToStaticAction(Program.TheGame, m_transform, outPos, 1); m_slideOut.StartPosition = inPos; m_slideOut.Timer.Interval = 0.25f; m_slideOut.Interpolator = new PSmoothstepInterpolation(); m_actions = new SingleActionManager(); m_transform.Position = outPos; }
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 AABB(Sprite sprite) { m_origin = sprite.Origin; m_dimensions = sprite.Dimensions; m_transform = sprite.Transform; }
public GameObject(GameObject objectToCopy) { m_transform = new Transform(objectToCopy.Transform); if (objectToCopy.Sprite != null) m_sprite = new Sprite(objectToCopy.Sprite, m_transform); if (objectToCopy.Physics != null) m_physics = new PhysicsComponent(objectToCopy.Physics, m_transform); //if (objectToCopy.Destructible != null) // m_physics = new DestructibleComponent(objectToCopy.Destructible, m_transform); if (objectToCopy.m_updateList != null) m_updateList = objectToCopy.m_updateList; if (objectToCopy.m_drawingList != null) m_drawingList = objectToCopy.m_drawingList; if (objectToCopy.m_spawners != null) { m_spawners = new List<Spawner>(); for (int i = 0; i < objectToCopy.m_spawners.Count; ++i) m_spawners.Add(new Spawner(m_spawners[i])); } }
public LineSegment(Vector2 a, Vector2 b) { m_transform = new Transform(); }
public PhysicsParticle(Sprite sprite, PhysicsParticleData data) { //_burntTexture = TextureManager.GetBurnt(textureName); //BindParent(parent); m_sprite = sprite; m_theGame = m_sprite.TheGame; m_transform = sprite.Transform; m_physics = new PhysicsComponent(m_theGame, sprite.Transform); m_data = data; }
public Camera2D(Vector2 focusPoint) { m_transform = new Transform(); m_centerMatrix = Matrix.CreateTranslation(Globals.TheGame.ScreenWidth * 0.5f, Globals.TheGame.ScreenHeight * 0.5f, 0); }
public LineSegment(Transform transform, Vector2 a, Vector2 b) { m_a = a; m_b = b; m_transform = transform; }
public UnitPoint(Transform transform, Vector2 position) { m_pos = position; m_transform = transform; }
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 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 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 PointCollider(Object owner, Transform transform) : base(owner, CollisionMethods.ColliderType.Point) { m_transform = transform; }
public CircleCollider(Object owner, Transform transform) : base(owner, CollisionMethods.ColliderType.Circle) { m_circle = new Circle(transform, 1); }
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; }