public AltitudeObject2D(IObject2DFactory factory, AltitudeLandObject landObject) { Texture texture = factory.GetTextureByIndex(0); this.ObjectSprite = new Sprite(texture, this.GetTransitionTextureCoord(landObject.LandTransition)); this.ObjectSprite.Position = this.ObjectSprite.Position; this.ObjectSprite.Scale = new Vector2f(0.5f, 0.5f); this.Position = new Vector2f(landObject.Position.X, landObject.Position.Y); }
public WaterObject2D(IObject2DFactory factory, WaterLandObject landObject) { Texture texture = factory.GetTextureByIndex(0); this.textureRect = this.GetTransitionTextureCoord(landObject.LandTransition); this.ObjectSprite = new Sprite(texture, this.textureRect); this.ObjectSprite.Position = this.ObjectSprite.Position; this.ObjectSprite.Color = new Color(255, 255, 255, 127); this.ObjectSprite.Scale = new Vector2f(0.5f, 0.5f); this.Position = new Vector2f(landObject.Position.X, landObject.Position.Y); }
public GrassElementObject2D(IObject2DFactory factory, GrassElementLandObject landObject) : base() { Texture texture = factory.GetTextureByIndex((int)landObject.LandGrassType); // Random random = new Random(landObject.Position.X - landObject.Position.Y * landObject.Position.Y); int elementIndex = landObject.ElementIndex; if (landObject.LandGrassType == GrassType.DRY) { elementIndex = 0; } this.ObjectSprite = new Sprite(texture, new IntRect(elementIndex * 2 * MainWindow.MODEL_TO_VIEW, 0 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW)); this.ObjectSprite.Scale = new Vector2f(0.5f, 0.5f); this.Position = new Vector2f(landObject.Position.X, landObject.Position.Y); }
public MountainElementObject2D(IObject2DFactory factory, MountainElementLandObject landObject) : base() { Texture texture = factory.GetTextureByIndex(0); // Random random = new Random(landObject.Position.X - landObject.Position.Y * landObject.Position.Y); int elementIndex = landObject.ElementIndex; //if (landObject.LandMountainType == MountainType.DRY) //{ // elementIndex = 0; //} this.ObjectSprite = new Sprite(texture, new IntRect(elementIndex * 2 * MainWindow.MODEL_TO_VIEW, 0 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW)); this.ObjectSprite.Scale = new Vector2f(0.5f, 0.5f); this.Position = new Vector2f(landObject.Position.X, landObject.Position.Y); }
public MountainObject2D(IObject2DFactory factory, MountainLandObject landObject) : base() { Texture texture = factory.GetTextureByIndex((int)landObject.LandMountainType); if (landObject.LandTransition == LandTransition.NONE) { Random random = new Random(landObject.Position.X - landObject.Position.Y * landObject.Position.Y); switch (random.Next(0, 4)) { case 0: this.ObjectSprite = new Sprite(texture, new IntRect(2 * MainWindow.MODEL_TO_VIEW, 4 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW)); break; case 1: this.ObjectSprite = new Sprite(texture, new IntRect(0 * MainWindow.MODEL_TO_VIEW, 0 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW)); break; case 2: this.ObjectSprite = new Sprite(texture, new IntRect(2 * MainWindow.MODEL_TO_VIEW, 0 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW)); break; case 3: this.ObjectSprite = new Sprite(texture, new IntRect(4 * MainWindow.MODEL_TO_VIEW, 0 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW, 2 * MainWindow.MODEL_TO_VIEW)); break; } } else { this.ObjectSprite = new Sprite(texture, this.GetTransitionTextureCoord(landObject.LandTransition)); } this.ObjectSprite.Scale = new Vector2f(0.5f, 0.5f); this.Position = new Vector2f(landObject.Position.X, landObject.Position.Y); }
public PlayerEntity2D(IObject2DFactory factory, PlayerEntity playerEntity) : base(factory, playerEntity) { Texture texture = factory.GetTextureByIndex(0); IntRect[] walkTop = new IntRect[] { new IntRect(2 * 32, 0 * 32, 32, 32), new IntRect(11 * 32, 5 * 32, 32, 32) }; Animation animationWalkTop = new Animation(walkTop, Time.FromMilliseconds(250), AnimationType.LOOP); IntRect[] walkBot = new IntRect[] { new IntRect(2 * 32, 2 * 32, 32, 32), new IntRect(2 * 32, 3 * 32, 32, 32) }; Animation animationWalkBot = new Animation(walkBot, Time.FromMilliseconds(250), AnimationType.LOOP); IntRect[] walkRight = new IntRect[] { new IntRect(1 * 32, 2 * 32, 32, 32), new IntRect(1 * 32, 3 * 32, 32, 32) }; Animation animationWalkRight = new Animation(walkRight, Time.FromMilliseconds(250), AnimationType.LOOP); IntRect[] walkLeft = new IntRect[] { new IntRect(0 * 32, 3 * 32, 32, 32), new IntRect(1 * 32, 0 * 32, 32, 32) }; Animation animationWalkLeft = new Animation(walkLeft, Time.FromMilliseconds(250), AnimationType.LOOP); IntRect[] idleTop = new IntRect[] { new IntRect(9 * 32, 4 * 32, 32, 32) }; Animation animationIdleTop = new Animation(idleTop, Time.FromMilliseconds(250), AnimationType.LOOP); IntRect[] idleBot = new IntRect[] { new IntRect(2 * 32, 1 * 32, 32, 32) }; Animation animationIdleBot = new Animation(idleBot, Time.FromMilliseconds(250), AnimationType.LOOP); IntRect[] idleRight = new IntRect[] { new IntRect(10 * 32, 4 * 32, 32, 32) }; Animation animationIdleRight = new Animation(idleRight, Time.FromMilliseconds(250), AnimationType.LOOP); IntRect[] idleLeft = new IntRect[] { new IntRect(9 * 32, 6 * 32, 32, 32) }; Animation animationIdleLeft = new Animation(idleLeft, Time.FromMilliseconds(250), AnimationType.LOOP); this.animationsList.Add(animationIdleTop); this.animationsList.Add(animationIdleBot); this.animationsList.Add(animationIdleRight); this.animationsList.Add(animationIdleLeft); this.animationsList.Add(animationWalkTop); this.animationsList.Add(animationWalkBot); this.animationsList.Add(animationWalkRight); this.animationsList.Add(animationWalkLeft); this.ObjectSprite = new Sprite(texture, new IntRect(2 * 32, 1 * 32, 32, 32)); //this.ObjectSprite.Scale = new Vector2f(0.5f, 0.5f); this.Position = new Vector2f(playerEntity.Position.X, playerEntity.Position.Y); WalkKinematicAbility walkKinematicAbility = this.characterEntity.GetAbilityById("kinematic.walk") as WalkKinematicAbility; walkKinematicAbility.MovingStateUpdated += OnMovingStateUpdated; }