public Door(bool isHorizontal, int startRow, int startCol) : base("doorVertClosed") { doorIsHorizontal = isHorizontal; this.startRow = startRow; this.startCol = startCol; SetDoorPosition(); _frameElements = new FAtlasElement[4]; FAtlasManager am = Futile.atlasManager; _frameElements[doorHorzOpen] = am.GetElementWithName("doorHorzOpen"); _frameElements[doorHorzClosed] = am.GetElementWithName("doorHorzClosed"); _frameElements[doorVertOpen] = am.GetElementWithName("doorVertOpen"); _frameElements[doorVertClosed] = am.GetElementWithName("doorVertClosed"); if (isHorizontal) { this.element = _frameElements[doorHorzClosed]; } SetDoorStatus(false); ListenForUpdate(HandleUpdate); }
private void CreateDefaultAtlases() { //atlas of plain white Texture2D plainWhiteTex = new Texture2D(16, 16); plainWhiteTex.filterMode = FilterMode.Bilinear; plainWhiteTex.wrapMode = TextureWrapMode.Clamp; Color white = Futile.white; //Color clear = new Color(1,1,1,0); for (int r = 0; r < 16; r++) { for (int c = 0; c < 16; c++) { // if(c == 0 || r == 0) //clear the 0 edges // { // plainWhiteTex.SetPixel(c,r,clear); // } // else // { plainWhiteTex.SetPixel(c, r, white); // } } } plainWhiteTex.Apply(); atlasManager.LoadAtlasFromTexture("Futile_White", plainWhiteTex); whiteElement = atlasManager.GetElementWithName("Futile_White"); }
public BMonkey() : base("Monkey_0.png") { _frameElements = new FAtlasElement[numFrames]; FAtlasManager am = Futile.atlasManager; //of course there are way smarter ways to do this, but this is fast //it's a ping ponging animation, which is why I did it this way, it's not a straight loop _frameElements[0] = am.GetElementWithName("Monkey_0.png"); _frameElements[1] = am.GetElementWithName("Monkey_1.png"); _frameElements[2] = am.GetElementWithName("Monkey_2.png"); _frameElements[3] = am.GetElementWithName("Monkey_3.png"); _frameElements[4] = am.GetElementWithName("Monkey_4.png"); _frameElements[5] = am.GetElementWithName("Monkey_5.png"); _frameElements[6] = am.GetElementWithName("Monkey_6.png"); _frameElements[7] = am.GetElementWithName("Monkey_7.png"); _frameElements[8] = am.GetElementWithName("Monkey_8.png"); _frameElements[9] = am.GetElementWithName("Monkey_9.png"); _frameElements[10] = am.GetElementWithName("Monkey_8.png"); _frameElements[11] = am.GetElementWithName("Monkey_7.png"); _frameElements[12] = am.GetElementWithName("Monkey_6.png"); _frameElements[13] = am.GetElementWithName("Monkey_5.png"); _frameElements[14] = am.GetElementWithName("Monkey_4.png"); _frameElements[15] = am.GetElementWithName("Monkey_3.png"); _frameElements[16] = am.GetElementWithName("Monkey_2.png"); _frameElements[17] = am.GetElementWithName("Monkey_1.png"); _frameElements[18] = am.GetElementWithName("Monkey_0.png"); }
public Crew() : base("walkRight0") { this.defaultVelocity = 100; this.currentVelocity = this.defaultVelocity; int randomDirection = RXRandom.Range(0, 4); this.direction = VectorDirection.Up; // (VectorDirection)randomDirection; if (randomDirection == 1) { this.direction = VectorDirection.Left; } else if (randomDirection == 2) { this.direction = VectorDirection.Right; } else if (randomDirection == 3) { this.direction = VectorDirection.Down; } _leftFrameElements = new FAtlasElement[4]; _rightFrameElements = new FAtlasElement[4]; _upFrameElements = new FAtlasElement[4]; _downFrameElements = new FAtlasElement[4]; FAtlasManager am = Futile.atlasManager; _rightFrameElements[0] = am.GetElementWithName("walkRight0"); _rightFrameElements[1] = am.GetElementWithName("walkRight1"); _rightFrameElements[2] = am.GetElementWithName("walkRight2"); _rightFrameElements[3] = am.GetElementWithName("walkRight3"); _leftFrameElements[0] = am.GetElementWithName("walkLeft0"); _leftFrameElements[1] = am.GetElementWithName("walkLeft1"); _leftFrameElements[2] = am.GetElementWithName("walkLeft2"); _leftFrameElements[3] = am.GetElementWithName("walkLeft3"); _upFrameElements[0] = am.GetElementWithName("walkUp0"); _upFrameElements[1] = am.GetElementWithName("walkUp1"); _upFrameElements[2] = am.GetElementWithName("walkUp2"); _upFrameElements[3] = am.GetElementWithName("walkUp3"); _downFrameElements[0] = am.GetElementWithName("walkDown0"); _downFrameElements[1] = am.GetElementWithName("walkDown1"); _downFrameElements[2] = am.GetElementWithName("walkDown2"); _downFrameElements[3] = am.GetElementWithName("walkDown3"); ListenForUpdate(HandleUpdate); }
public BMonkey() : base("Monkey_0") { _frameElements = new FAtlasElement[19]; FAtlasManager am = Futile.atlasManager; //of course there are way smarter ways to do this, but this is fast //it's a ping ponging animation, which is why I did it this way, it's not a straight loop _frameElements[0] = am.GetElementWithName("Monkey_0"); _frameElements[1] = am.GetElementWithName("Monkey_1"); _frameElements[2] = am.GetElementWithName("Monkey_2"); _frameElements[3] = am.GetElementWithName("Monkey_3"); _frameElements[4] = am.GetElementWithName("Monkey_4"); _frameElements[5] = am.GetElementWithName("Monkey_5"); _frameElements[6] = am.GetElementWithName("Monkey_6"); _frameElements[7] = am.GetElementWithName("Monkey_7"); _frameElements[8] = am.GetElementWithName("Monkey_8"); _frameElements[9] = am.GetElementWithName("Monkey_9"); _frameElements[10] = am.GetElementWithName("Monkey_8"); _frameElements[11] = am.GetElementWithName("Monkey_7"); _frameElements[12] = am.GetElementWithName("Monkey_6"); _frameElements[13] = am.GetElementWithName("Monkey_5"); _frameElements[14] = am.GetElementWithName("Monkey_4"); _frameElements[15] = am.GetElementWithName("Monkey_3"); _frameElements[16] = am.GetElementWithName("Monkey_2"); _frameElements[17] = am.GetElementWithName("Monkey_1"); _frameElements[18] = am.GetElementWithName("Monkey_0"); ListenForUpdate(HandleUpdate); }
//TBorderLayer border; public TWalkingCharacter(string headImage) { FAtlasManager am = Futile.atlasManager; frameElements = new FAtlasElement[8]; crouchFrameElements = new FAtlasElement[8]; frameElements[0] = am.GetElementWithName("walkAnim/walk0.png"); frameElements[1] = am.GetElementWithName("walkAnim/walk1.png"); frameElements[2] = am.GetElementWithName("walkAnim/walk2.png"); frameElements[3] = am.GetElementWithName("walkAnim/walk3.png"); frameElements[4] = am.GetElementWithName("walkAnim/walk4.png"); frameElements[5] = am.GetElementWithName("walkAnim/walk1.png"); frameElements[6] = am.GetElementWithName("walkAnim/walk2.png"); frameElements[7] = am.GetElementWithName("walkAnim/walk3.png"); crouchFrameElements[0] = am.GetElementWithName("squashedWalkAnim/squashedWalk0.png"); crouchFrameElements[1] = am.GetElementWithName("squashedWalkAnim/squashedWalk1.png"); crouchFrameElements[2] = am.GetElementWithName("squashedWalkAnim/squashedWalk2.png"); crouchFrameElements[3] = am.GetElementWithName("squashedWalkAnim/squashedWalk3.png"); crouchFrameElements[4] = am.GetElementWithName("squashedWalkAnim/squashedWalk4.png"); crouchFrameElements[5] = am.GetElementWithName("squashedWalkAnim/squashedWalk1.png"); crouchFrameElements[6] = am.GetElementWithName("squashedWalkAnim/squashedWalk2.png"); crouchFrameElements[7] = am.GetElementWithName("squashedWalkAnim/squashedWalk3.png"); bodySprite = new FSprite("walkAnim/walk0.png"); bodySprite.scale = 0.5f; bodySprite.anchorY = 0; bodySprite.y = -200f; AddChild(bodySprite); headSprite = new FSprite(headImage); headSprite.y = 25f; headSprite.x -= 5f; headSprite.scale = 0.5f; headSprite.anchorY = 0; headSprite.rotation = -3f; AddChild(headSprite); Tween rotateOut = new Tween(headSprite, 0.3f, new TweenConfig().floatProp("rotation", 3f)); Tween rotateIn = new Tween(headSprite, 0.3f, new TweenConfig().floatProp("rotation", -3f)); chain = new TweenChain(); chain.setIterations(-1); chain.append(rotateOut).append(rotateIn); Go.addTween(chain); }
public MoveTile() : base("moveTileUp0") { _leftFrameElements = new FAtlasElement[4]; _rightFrameElements = new FAtlasElement[4]; _upFrameElements = new FAtlasElement[4]; _downFrameElements = new FAtlasElement[4]; FAtlasManager am = Futile.atlasManager; _leftFrameElements[0] = am.GetElementWithName("moveTileLeft0"); _leftFrameElements[1] = am.GetElementWithName("moveTileLeft1"); _leftFrameElements[2] = am.GetElementWithName("moveTileLeft2"); _leftFrameElements[3] = am.GetElementWithName("moveTileLeft3"); _rightFrameElements[0] = am.GetElementWithName("moveTileRight0"); _rightFrameElements[1] = am.GetElementWithName("moveTileRight1"); _rightFrameElements[2] = am.GetElementWithName("moveTileRight2"); _rightFrameElements[3] = am.GetElementWithName("moveTileRight3"); _upFrameElements[0] = am.GetElementWithName("moveTileUp0"); _upFrameElements[1] = am.GetElementWithName("moveTileUp1"); _upFrameElements[2] = am.GetElementWithName("moveTileUp2"); _upFrameElements[3] = am.GetElementWithName("moveTileUp3"); _downFrameElements[0] = am.GetElementWithName("moveTileDown0"); _downFrameElements[1] = am.GetElementWithName("moveTileDown1"); _downFrameElements[2] = am.GetElementWithName("moveTileDown2"); _downFrameElements[3] = am.GetElementWithName("moveTileDown3"); _placedAt = 0.0f; int randomDirection = RXRandom.Range(0, 4); this.direction = VectorDirection.Up; // (VectorDirection)randomDirection; if (randomDirection == 1) { this.direction = VectorDirection.Left; this.element = _leftFrameElements[0]; } else if (randomDirection == 2) { this.direction = VectorDirection.Right; this.element = _rightFrameElements[0]; } else if (randomDirection == 3) { this.direction = VectorDirection.Down; this.element = _downFrameElements[0]; } ListenForUpdate(HandleUpdate); }
public Clock() : base("clock0") { _frameElements = new FAtlasElement[11]; _lastAnimated = Main.GameTime; FAtlasManager am = Futile.atlasManager; _frameElements[0] = am.GetElementWithName("clock0"); _frameElements[1] = am.GetElementWithName("clock1"); _frameElements[2] = am.GetElementWithName("clock2"); _frameElements[3] = am.GetElementWithName("clock3"); _frameElements[4] = am.GetElementWithName("clock4"); _frameElements[5] = am.GetElementWithName("clock5"); _frameElements[6] = am.GetElementWithName("clock6"); _frameElements[7] = am.GetElementWithName("clock7"); _frameElements[8] = am.GetElementWithName("clock8"); _frameElements[9] = am.GetElementWithName("clock9"); _frameElements[10] = am.GetElementWithName("clock10"); ListenForUpdate(HandleUpdate); }