public StomachLevel() { lake_sprite_ = new FSprite("stomach_back"); cave_sprite_ = new FSprite("stomach_mid"); bubbles_container_ = new FParallaxContainer(); foreground_ = new FSprite("stomach_fore"); background = new FParallaxContainer(); stomachCave = new FParallaxContainer(); foreground = new FParallaxContainer(); background.AddChild (lake_sprite_); stomachCave.AddChild (cave_sprite_); foreground.AddChild (foreground_); background.setSize (new Vector2 (Futile.screen.width * 1.5f, Futile.screen.height * 1.5f)); bubbles_container_.setSize(new Vector2 (Futile.screen.width *1.5f, Futile.screen.height * 1.5f)); foreground.setSize (new Vector2 (Futile.screen.width * 2f, Futile.screen.height * 2f)); AddChild(background); AddChild(stomachCave); AddChild(bubbles_container_); AddChild(foreground); bubble_container_size_ = new Rect(-Futile.screen.halfWidth*.75f, -Futile.screen.halfHeight*.75f, Futile.screen.width*.75f, Futile.screen.halfHeight*.75f); stomach_bubbles_ = new List<StomachBubble>(); }
public BrainLevel() { background_ = new FSprite("Background"); //AddChild(background_); background = new FParallaxContainer(); background.AddChild (background_); AddChild (background); background.setSize (backgroundContainerSize); back_neurons_container_ = new FParallaxContainer(); back_neurons_ = new List<Neuron>(); back_neurons_area_ = new Rect(-Futile.screen.halfWidth, 0, Futile.screen.width, Futile.screen.halfHeight); AddChild(back_neurons_container_); back_neurons_container_.setSize (backgroundContainerSize); for(int i=0; i<50; i++) { bool is_fast = (Random.value > .5f); float opacity_chance = Random.value; Neuron.Opacity opacity; if(opacity_chance < .33f) { opacity = Neuron.Opacity.PERCENT_40; } else if(opacity_chance < .66f) { opacity = Neuron.Opacity.PERCENT_60; } else { opacity = Neuron.Opacity.PERCENT_80; } Neuron neuron = new Neuron(is_fast, opacity); float x_pos = Random.value*back_neurons_area_.width + back_neurons_area_.xMin; float y_pos = Random.value*back_neurons_area_.height + back_neurons_area_.yMin; neuron.SetPosition(new Vector2(x_pos, y_pos)); back_neurons_container_.AddChild(neuron); back_neurons_.Add(neuron); last_firing_time_ = Time.time; } foreground_ = new FSprite("Forground"); //AddChild(foreground_); foreground = new FParallaxContainer(); foreground.AddChild (foreground_); AddChild (foreground); foreground.setSize (foregroundContainerSize); front_neurons_container_ = new FParallaxContainer(); front_neurons_ = new List<Neuron>(); front_neurons_area_ = new Rect(-Futile.screen.halfWidth, -Futile.screen.halfHeight, Futile.screen.width, Futile.screen.halfHeight*.5f); AddChild(front_neurons_container_); front_neurons_container_.setSize(foregroundContainerSize); for(int i=0; i<0; i++) { bool is_fast = (Random.value > .5f); float opacity_chance = Random.value; Neuron.Opacity opacity; if(opacity_chance < .33f) { opacity = Neuron.Opacity.PERCENT_40; } else if(opacity_chance < .66f) { opacity = Neuron.Opacity.PERCENT_60; } else { opacity = Neuron.Opacity.PERCENT_80; } Neuron neuron = new Neuron(is_fast, opacity); float x_pos = Random.value*front_neurons_area_.width + front_neurons_area_.xMin; float y_pos = Random.value*front_neurons_area_.height + front_neurons_area_.yMin; neuron.SetPosition(new Vector2(x_pos, y_pos)); front_neurons_container_.AddChild(neuron); front_neurons_.Add(neuron); } }