public ScreenShakeOperation2(BaseWorldNode node, GDWorldMapScreen screen) : base(LevelNode.SHAKE_TIME) { _screen = screen; centeringStartOffset = screen.MapViewportCenter; rot = FloatMath.RAD_POS_000; }
public WarpNode(GDWorldMapScreen scrn, WarpNodeBlueprint bp) : base(scrn, GDConstants.ORDER_MAP_NODE) { Position = new FPoint(bp.X, bp.Y); DrawingBoundingBox = new FSize(DIAMETER, DIAMETER); Blueprint = bp; Target = Levels.WORLDS[bp.TargetWorld]; }
public void SetWorldMapScreenZoomedOut(GraphBlueprint g, LevelBlueprint initFocus = null) { var screen = new GDWorldMapScreen(this, Graphics, g, initFocus?.UniqueID); SetCurrentScreen(screen); // screen.ZoomInstantOut(); screen.ZoomOut(); }
public GDWorldHUD(GDWorldMapScreen scrn) : base(scrn, Textures.HUDFontRegular) { AddElement(Settings = new SettingsButton()); AddElement(ScoreDisplay = new ScoreDisplay(false)); AddElement(new MultiplayerScoreDisplay(ScoreDisplay, false)); AddElement(TopLevelDisplay = new TopLevelDisplay()); AddElement(InfoDisplay = new InformationDisplay()); }
public void SetWorldMapScreenWithTransition(GraphBlueprint g) { var screen = new GDWorldMapScreen(this, Graphics, g, null); SetCurrentScreen(screen); screen.AddAgent(new InitialTransitionAgent(screen)); screen.ColorOverdraw = 1f; }
public RootNode(GDWorldMapScreen scrn, RootNodeBlueprint bp) : base(scrn, GDConstants.ORDER_MAP_NODE) { Position = new FPoint(bp.X, bp.Y); DrawingBoundingBox = new FSize(DIAMETER, DIAMETER); Blueprint = bp; AddOperation(new CyclicLambdaOperation <RootNode>("LevelNode::OrbSpawn", LevelNode.ORB_SPAWN_TIME, false, SpawnOrb)); }
public LeaveTransitionOverworldAgent(GDWorldMapScreen scrn, bool faster) : base(scrn, faster ? DURATION_FAST : DURATION) { _gdScreen = scrn; vp = scrn.VAdapterGame; rectStart = scrn.GuaranteedMapViewport; rectFinal = scrn.Graph.BoundingViewport; }
public GDWorldHUD(GDWorldMapScreen scrn) : base(scrn, Textures.HUDFontRegular) { AddElement(Settings = new SettingsButton()); ScoreDispMan = new ScoreDisplayManager(this, false); AddElement(TopLevelDisplay = new TopLevelDisplay()); AddElement(InfoDisplay = new InformationDisplay()); }
public ZoomInAgent(GDWorldMapScreen scrn, FPoint pos) : base(scrn, DURATION) { _gdScreen = scrn; vp = scrn.VAdapterGame; rectStart = scrn.GuaranteedMapViewport; rectFinal = FRectangle.CreateByCenter(pos, GDConstants.VIEW_WIDTH, GDConstants.VIEW_HEIGHT); }
public ZoomOutAgent(GDWorldMapScreen scrn) : base(scrn, DURATION) { _gdScreen = scrn; vp = scrn.VAdapterGame; rectStart = scrn.GuaranteedMapViewport; rectFinal = scrn.Graph.BoundingViewport; }
public LeaveTransitionGameEndAgent(GDWorldMapScreen scrn, bool slower, WarpGameEndNode node) : base(scrn, slower ? DURATION_SLOW : DURATION) { _gdScreen = scrn; _node = node; vp = scrn.VAdapterGame; rectStart = scrn.GuaranteedMapViewport; rectFinal = node.DrawingBoundingRect.AsResized(0.5f, 0.5f); }
public InitialTransitionAgent(GDWorldMapScreen scrn) : base(scrn, DURATION) { _gdScreen = scrn; vp = scrn.VAdapterGame; rectStart = scrn.Graph.BoundingViewport; var pos = scrn.GetInitialNode().Position; rectFinal = FRectangle.CreateByCenter(pos, GDConstants.VIEW_WIDTH, GDConstants.VIEW_HEIGHT); }
public ScreenShakeAndCenterOperation2(BaseWorldNode node, GDWorldMapScreen screen) : base("Node::CenterShake", LevelNode.SHAKE_TIME) { _screen = screen; centeringStartOffset = screen.MapViewportCenter; if ((centeringStartOffset - node.Position).LengthSquared() < 0.1f) { rot = FloatMath.RAD_POS_000; } else { rot = (centeringStartOffset - node.Position).ToAngle() + FloatMath.RAD_POS_090; } }
public LevelNode(GDWorldMapScreen scrn, FPoint pos, LevelBlueprint lvlf, LevelData lvldat) : base(scrn, GDConstants.ORDER_MAP_NODE) { Position = pos; DrawingBoundingBox = new FSize(DIAMETER + 2 * (HEIGHT_EXTENDER - INSET_EXTENDER), DIAMETER + 2 * (HEIGHT_EXTENDER - INSET_EXTENDER)); Blueprint = lvlf; LevelData = lvldat; rectExpanderNorth = FRectangle.CreateByCenter(pos, 0, -EXTENDER_OFFSET, WIDTH_EXTENDER, HEIGHT_EXTENDER); rectExpanderEast = FRectangle.CreateByCenter(pos, EXTENDER_OFFSET, 0, HEIGHT_EXTENDER, WIDTH_EXTENDER); rectExpanderSouth = FRectangle.CreateByCenter(pos, 0, EXTENDER_OFFSET, WIDTH_EXTENDER, HEIGHT_EXTENDER); rectExpanderWest = FRectangle.CreateByCenter(pos, -EXTENDER_OFFSET, 0, HEIGHT_EXTENDER, WIDTH_EXTENDER); AddEntityOperation(new SimpleCyclicGameEntityOperation <LevelNode>("LevelNode::OrbSpawn", ORB_SPAWN_TIME, false, SpawnOrb)); }
public CenterNodeOperation(GDWorldMapScreen screen) : base("LevelNode::Center", LevelNode.CENTERING_TIME) { _screen = screen; centeringStartOffset = new Vector2(screen.MapViewportCenterX, screen.MapViewportCenterY); }
public WarpGameEndNode(GDWorldMapScreen scrn, WarpNodeBlueprint bp) : base(scrn, GDConstants.ORDER_MAP_NODE) { Position = new FPoint(bp.X, bp.Y); DrawingBoundingBox = new FSize(DIAMETER, DIAMETER); Blueprint = bp; }
public WorldMapDragAgent(GDWorldMapScreen scrn) : base(scrn) { bounding = scrn.MapFullBounds; }
public LevelGraph(GDWorldMapScreen s) { screen = s; }
public WorldMapBackground(GDWorldMapScreen scrn) : base(scrn) { GDScreen = scrn; }
public WorldMapDragAgent(GDWorldMapScreen scrn, List <FPoint> nodePositions) : base(scrn) { _gdScreen = scrn; _nodePositions = nodePositions; }