public EnemyObj_LastBoss(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("PlayerIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { foreach (GameObj current in this._objectList) { current.TextureColor = new Color(100, 100, 100); } this.Type = 29; this.m_damageShieldProjectiles = new List<ProjectileObj>(); this._objectList[5].Visible = false; this._objectList[15].Visible = false; this._objectList[16].Visible = false; this._objectList[14].Visible = false; this._objectList[13].Visible = false; this._objectList[0].Visible = false; string text = (this._objectList[12] as IAnimateableObj).SpriteName; int startIndex = text.IndexOf("_") - 1; text = text.Remove(startIndex, 1); text = text.Replace("_", 7 + "_"); this._objectList[12].ChangeSprite(text); base.PlayAnimation(true); this.m_delayObj = new BlankObj(0, 0); this.m_walkDownSoundFinalBoss = new FrameSoundObj(this, 3, new string[] { "FinalBoss_St2_Foot_01", "FinalBoss_St2_Foot_02", "FinalBoss_St2_Foot_03" }); this.m_walkUpSoundFinalBoss = new FrameSoundObj(this, 6, new string[] { "FinalBoss_St2_Foot_04", "FinalBoss_St2_Foot_05" }); }
public EnemyObj_EarthWizard(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyWizardIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { base.PlayAnimation(true); this.TintablePart = this._objectList[0]; this.Type = 5; }
public ProjectileManager(ProceduralLevelScreen level, int poolSize) { this.m_projectilesToRemoveList = new List<ProjectileObj>(); this.m_levelScreen = level; this.m_projectilePool = new DS2DPool<ProjectileObj>(); this.m_poolSize = poolSize; }
public EnemyObj_BallAndChain(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyFlailKnight_Character", target, physicsManager, levelToAttachTo, difficulty) { this.m_ballAndChain = new ProjectileObj("EnemyFlailKnightBall_Sprite"); this.m_ballAndChain.IsWeighted = false; this.m_ballAndChain.CollidesWithTerrain = false; this.m_ballAndChain.IgnoreBoundsCheck = true; this.m_ballAndChain.OutlineWidth = 2; this.m_ballAndChain2 = (this.m_ballAndChain.Clone() as ProjectileObj); this.m_chain = new SpriteObj("EnemyFlailKnightLink_Sprite"); this.m_chainLinksList = new List<Vector2>(); this.m_chainLinks2List = new List<Vector2>(); for (int i = 0; i < this.m_numChainLinks; i++) { this.m_chainLinksList.Add(default(Vector2)); } for (int j = 0; j < this.m_numChainLinks / 2; j++) { this.m_chainLinks2List.Add(default(Vector2)); } this.Type = 1; this.TintablePart = this._objectList[3]; this.m_walkSound = new FrameSoundObj(this, this.m_target, 1, new string[] { "KnightWalk1", "KnightWalk2" }); this.m_walkSound2 = new FrameSoundObj(this, this.m_target, 6, new string[] { "KnightWalk1", "KnightWalk2" }); }
public EnemyObj_SpikeTrap(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySpikeTrap_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 21; base.StopAnimation(); base.PlayAnimationOnRestart = false; base.NonKillable = true; }
public EnemyObj_Spark(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySpark_Character", target, physicsManager, levelToAttachTo, difficulty) { base.IsWeighted = false; base.ForceDraw = true; this.Type = 24; base.NonKillable = true; }
public EnemyObj_HomingTurret(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyHomingTurret_Character", target, physicsManager, levelToAttachTo, difficulty) { base.StopAnimation(); base.ForceDraw = true; this.Type = 28; base.PlayAnimationOnRestart = false; }
public EnemyObj_Blob(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyBlobIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.MainBlob = true; this.TintablePart = this._objectList[0]; base.PlayAnimation(true); this.m_invincibleCounter = 0.5f; this.Type = 2; }
public EnemyObj_Portrait(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyPortrait_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 32; string spriteName = "FramePicture" + CDGMath.RandomInt(1, 16) + "_Sprite"; base.GetChildAt(0).ChangeSprite(spriteName); base.GetChildAt(0); base.DisableCollisionBoxRotations = false; }
public EnemyObj_Zombie(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyZombieLower_Character", target, physicsManager, levelToAttachTo, difficulty) { base.GoToFrame(base.TotalFrames); this.Lowered = true; base.ForceDraw = true; base.StopAnimation(); this.Type = 20; base.PlayAnimationOnRestart = false; }
public EnemyObj_Mimic(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyMimicIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 33; base.OutlineWidth = 0; this.m_closeSound = new FrameSoundObj(this, this.m_target, 1, new string[] { "Chest_Snap" }); }
public EnemyObj_Turret(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyTurretFire_Character", target, physicsManager, levelToAttachTo, difficulty) { base.IsCollidable = false; base.ForceDraw = true; this.Type = 17; base.StopAnimation(); base.PlayAnimationOnRestart = false; base.NonKillable = true; }
public MapScreen(ProceduralLevelScreen level) { this.m_mapDisplay = new MapObj(false, level); this.m_alzheimersQuestionMarks = new TextObj(Game.JunicodeLargeFont); this.m_alzheimersQuestionMarks.FontSize = 30f; this.m_alzheimersQuestionMarks.ForceDraw = true; this.m_alzheimersQuestionMarks.Text = "?????"; this.m_alzheimersQuestionMarks.Align = Types.TextAlign.Centre; this.m_alzheimersQuestionMarks.Position = new Vector2(660f, 360f - (float)this.m_alzheimersQuestionMarks.Height / 2f); }
public EnemyObj_Wolf(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyWargIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 19; this.m_startDelayCounter = this.m_startDelay; this.m_runFrameSound = new FrameSoundObj(this, 1, new string[] { "Wolf_Move01", "Wolf_Move02", "Wolf_Move03" }); }
public EnemyObj_Eyeball(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyEyeballIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.m_pupil = new SpriteObj("EnemyEyeballPupil_Sprite"); this.AddChild(this.m_pupil); this.m_squishSound = new FrameSoundObj(this, this.m_target, 2, new string[] { "Eyeball_Prefire" }); this.Type = 6; base.DisableCollisionBoxRotations = false; }
public EnemyObj_Ninja(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyNinjaIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 13; this.m_smoke = new SpriteObj("NinjaSmoke_Sprite"); this.m_smoke.AnimationDelay = 0.05f; this.m_log = new SpriteObj("Log_Sprite"); this.m_smoke.Visible = false; this.m_smoke.Scale = new Vector2(5f, 5f); this.m_log.Visible = false; this.m_log.OutlineWidth = 2; }
public EnemyObj_Platform(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyPlatform_Character", target, physicsManager, levelToAttachTo, difficulty) { base.CollisionTypeTag = 1; this.Type = 27; base.CollidesBottom = false; base.CollidesLeft = false; base.CollidesRight = false; base.StopAnimation(); base.PlayAnimationOnRestart = false; base.NonKillable = true; base.DisableCollisionBoxRotations = false; }
public EnemyObj_ShieldKnight(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyShieldKnightIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 14; this.m_walkSound = new FrameSoundObj(this, this.m_target, 1, new string[] { "KnightWalk1", "KnightWalk2" }); this.m_walkSound2 = new FrameSoundObj(this, this.m_target, 6, new string[] { "KnightWalk1", "KnightWalk2" }); }
public override void Dispose() { if (!base.IsDisposed) { this.m_differenceCloud.Dispose(); this.m_differenceCloud = null; this.m_differenceCloud2.Dispose(); this.m_differenceCloud2 = null; this.m_differenceCloud3.Dispose(); this.m_differenceCloud3 = null; this.m_moon.Dispose(); this.m_moon = null; this.m_silhouette.Dispose(); this.m_silhouette = null; this.m_levelScreen = null; base.Dispose(); } }
public EnemyObj_Energon(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyEnergonIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 23; this.m_shield = new SpriteObj("EnergonSwordShield_Sprite"); this.m_shield.AnimationDelay = 0.1f; this.m_shield.PlayAnimation(true); this.m_shield.Opacity = 0.5f; this.m_shield.Scale = new Vector2(1.2f, 1.2f); this.m_projectilePool = new DS2DPool<EnergonProjectileObj>(); for (int i = 0; i < (int)this.m_poolSize; i++) { EnergonProjectileObj energonProjectileObj = new EnergonProjectileObj("EnergonSwordProjectile_Sprite", this); energonProjectileObj.Visible = false; energonProjectileObj.CollidesWithTerrain = false; energonProjectileObj.PlayAnimation(true); energonProjectileObj.AnimationDelay = 0.05f; this.m_projectilePool.AddToPool(energonProjectileObj); } }
public EnemyObj(string spriteName, PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base(spriteName, physicsManager, levelToAttachTo) { base.DisableCollisionBoxRotations = true; this.Type = 0; base.CollisionTypeTag = 3; this.m_target = target; this.m_walkingLB = new LogicBlock(); this.m_currentActiveLB = new LogicBlock(); this.m_cooldownLB = new LogicBlock(); this.logicBlocksToDispose = new List<LogicBlock>(); this.m_resetSpriteName = spriteName; this.Difficulty = difficulty; this.ProjectileScale = new Vector2(1f, 1f); base.PlayAnimation(true); this.PlayAnimationOnRestart = true; base.OutlineWidth = 2; this.GivesLichHealth = true; this.DropsItem = true; }
public MapObj(bool followPlayer, ProceduralLevelScreen level) { this.m_level = level; this.FollowPlayer = followPlayer; base.Opacity = 0.3f; this.m_roomSpriteList = new List<SpriteObj>(); this.m_doorSpriteList = new List<SpriteObj>(); this.m_iconSpriteList = new List<SpriteObj>(); this.m_roomSpritePosList = new List<Vector2>(); this.m_doorSpritePosList = new List<Vector2>(); this.m_iconSpritePosList = new List<Vector2>(); this.CameraOffset = new Vector2(20f, 560f); this.m_playerSprite = new SpriteObj("MapPlayerIcon_Sprite"); this.m_playerSprite.AnimationDelay = 0.0333333351f; this.m_playerSprite.ForceDraw = true; this.m_playerSprite.PlayAnimation(true); this.m_spriteScale = new Vector2(22f, 22.5f); this.m_addedRooms = new List<RoomObj>(); this.m_teleporterList = new List<SpriteObj>(); this.m_teleporterPosList = new List<Vector2>(); }
public void SetLevelScreen(ProceduralLevelScreen levelScreen) { this.m_levelScreen = levelScreen; }
public void Dispose() { if (!this.IsDisposed) { Console.WriteLine("Disposing Projectile Manager"); this.m_levelScreen = null; this.m_projectilePool.Dispose(); this.m_projectilePool = null; this.m_projectilesToRemoveList.Clear(); this.m_projectilesToRemoveList = null; this.m_isDisposed = true; } }
public EnemyTemplate(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySpriteNameGoesHere", target, physicsManager, levelToAttachTo, difficulty) { }
public override void Dispose() { if (!base.IsDisposed) { this.m_player = null; this.m_level = null; if (this.m_alphaMaskRT != null && !this.m_alphaMaskRT.IsDisposed) { this.m_alphaMaskRT.Dispose(); } this.m_alphaMaskRT = null; if (this.m_mapScreenRT != null && !this.m_mapScreenRT.IsDisposed) { this.m_mapScreenRT.Dispose(); } this.m_mapScreenRT = null; foreach (SpriteObj current in this.m_roomSpriteList) { current.Dispose(); } this.m_roomSpriteList.Clear(); this.m_roomSpriteList = null; foreach (SpriteObj current2 in this.m_doorSpriteList) { current2.Dispose(); } this.m_doorSpriteList.Clear(); this.m_doorSpriteList = null; foreach (SpriteObj current3 in this.m_iconSpriteList) { current3.Dispose(); } this.m_iconSpriteList.Clear(); this.m_iconSpriteList = null; this.m_addedRooms.Clear(); this.m_addedRooms = null; this.m_roomSpritePosList.Clear(); this.m_roomSpritePosList = null; this.m_doorSpritePosList.Clear(); this.m_doorSpritePosList = null; this.m_iconSpritePosList.Clear(); this.m_iconSpritePosList = null; this.m_playerSprite.Dispose(); this.m_playerSprite = null; foreach (SpriteObj current4 in this.m_teleporterList) { current4.Dispose(); } this.m_teleporterList.Clear(); this.m_teleporterList = null; this.m_teleporterPosList.Clear(); this.m_teleporterPosList = null; this.m_xOffsetTween = null; this.m_yOffsetTween = null; base.Dispose(); } }
public EnemyObj_Starburst(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyStarburstIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 31; }
public override void Dispose() { if (!base.IsDisposed) { this.m_levelScreen = null; base.Dispose(); } }
public CharacterObj(string spriteName, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo) : base(spriteName, physicsManager) { this.m_levelScreen = levelToAttachTo; this.CanBeKnockedBack = true; }
public EnemyObj_Dummy(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("Dummy_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 30; }