public SolidBrick(Game1 game, Vector2 location) { MyGame = game; Sprite = SpriteFactory.CreateSolidBrick(); MyGame.Sprite = Sprite; this.Location = location; }
public HealPack() { sprite = SpriteFactory.CreateSprite(this.GetType()); heal = 10; position = new Vector2(50, 50); Physics = new Physics(new Vector2(0, -1), new Vector2(0, 0.1f)); }
public HighPipe(Game1 game, Vector2 location) { MyGame = game; Sprite = SpriteFactory.CreateHighPipe(); MyGame.Sprite = Sprite; this.Location = location; }
public override void OnPress(int key) { game.RemoveSprite(game.BlockBrick); game.RemoveSprite(game.BlockHidden); game.RemoveSprite(game.BlockItem); game.RemoveSprite(game.BlockQuestion); game.RemoveSprite(game.BlockUsed); game.RemoveSprite(game.Mushroom); game.RemoveSprite(game.Star); game.Mushroom = SpriteFactory.CreateMushroom(game); game.Star = SpriteFactory.CreateStar(game); game.BlockBrick = SpriteFactory.CreateBrick(game); game.BlockBrick.SetPosition(450, 350); game.AddSprite(game.BlockBrick); game.BlockItem = SpriteFactory.CreateBrick(game); game.BlockItem.SetPosition(420, 350); game.BlockItem.SetItem(game.Mushroom); game.AddSprite(game.BlockItem); game.BlockHidden = SpriteFactory.CreateHiddenBlock(game); game.BlockHidden.SetPosition(500, 350); game.AddSprite(game.BlockHidden); game.BlockUsed = SpriteFactory.CreateUsedBlock(game); game.BlockUsed.SetPosition(550, 350); game.AddSprite(game.BlockUsed); game.BlockQuestion = SpriteFactory.CreateQuestionBlock(game); game.BlockQuestion.SetPosition(600, 350); game.AddSprite(game.BlockQuestion); game.BlockQuestion.SetItem(game.Star); }
public void Awake() { if (Instance == null) { Instance = this; } }
public static void Main(string[] args) { var playerInput = new PlayerInput(); var wallTile = new WallTile(); var emptyTile = new EmptyTile(); var pelletTile = new PelletTile(); var tileTypeFactory = new TileTypeFactory(wallTile, emptyTile, pelletTile); var ghostTile = new GhostTile(); var ghostBehaviour = new RandomGhostBehaviour(ghostTile); var pacmanTile = new PacmanTile(); var pacmanBehaviour = new PacmanBehaviour(pacmanTile); var fileReader = new FileReader(); var mazeFactory = new MazeFactory(fileReader, tileTypeFactory); var gameSettingLoader = new GameSettingLoader(fileReader); var gameLogicValidator = new GameLogicValidator(); var gameEngine = new GameEngine(gameLogicValidator); var display = new Display(); var spriteFactory = new SpriteFactory(); var levelFactory = new LevelFactory(tileTypeFactory, display, spriteFactory, gameLogicValidator, gameEngine, playerInput, pacmanBehaviour, ghostBehaviour); var game = new Game(levelFactory, gameSettingLoader, display, mazeFactory, playerInput); game.PlayGame(); }
public static AnimatedMenuButton GlowingButton(Vector2 position) { AnimatedSprite glowingButton = SpriteFactory.GlowingButton(position); return(new AnimatedMenuButton("glowingbutton", glowingButton, functionality: () => Game1.gameConsole.Log("Hallo, von Button"))); }
public static AnimatedMenuButton DiscoButton(Vector2 position) { AnimatedSprite discoButton = SpriteFactory.DiscoButton(position); return(new AnimatedMenuButton("discobutton", discoButton, functionality: () => Game1.gameConsole.Log("Disco Button!"))); }
public PipeToUnderground(Game1 game, Vector2 location) { MyGame = game; Sprite = SpriteFactory.CreatePipeToUnderground(); MyGame.Sprite = Sprite; this.Location = location; }
public RiceFieldBuilder(XmlElement e) : base(e) { // pictures Picture picture = getPicture(e); XmlElement pic = (XmlElement)XmlUtil.selectSingleNode(e, "picture"); int offset = 0; XmlAttribute attr = null; attr = pic.Attributes["offset"]; if (attr != null) { offset = int.Parse(attr.Value); } Point orig = XmlUtil.parsePoint(pic.Attributes["origin"].Value); SpriteFactory spriteFactory = SpriteFactory.getSpriteFactory(e); Point pt = new Point(0, 0); Size sz = new Size(32, 16 + offset); sprites = new Sprite[3, 3]; sprites[0, 0] = spriteFactory.createSprite(picture, pt, new Point(orig.X, orig.Y), sz); sprites[1, 0] = spriteFactory.createSprite(picture, pt, new Point(orig.X, orig.Y + 16), sz); sprites[2, 0] = spriteFactory.createSprite(picture, pt, new Point(orig.X + 32, orig.Y), sz); sprites[0, 1] = spriteFactory.createSprite(picture, pt, new Point(orig.X + 32, orig.Y + 16), sz); sprites[1, 1] = spriteFactory.createSprite(picture, pt, new Point(orig.X + 128, orig.Y + 16), sz); sprites[2, 1] = spriteFactory.createSprite(picture, pt, new Point(orig.X + 64, orig.Y + 16), sz); sprites[0, 2] = spriteFactory.createSprite(picture, pt, new Point(orig.X + 96, orig.Y), sz); sprites[1, 2] = spriteFactory.createSprite(picture, pt, new Point(orig.X + 96, orig.Y + 16), sz); sprites[2, 2] = spriteFactory.createSprite(picture, pt, new Point(orig.X + 64, orig.Y), sz); }
public Castle(Vector2 location) { Position = location; sprite = SpriteFactory.CreateSprite(GetType().Name); sprite.SetLayer(Layers.CastleLayer); Physics = new Physics(Vector2.Zero, PhysicsConsts.ZeroGravity, PhysicsConsts.ZeroWeight); }
public BreakableHorizontalBrick(Game1 game, Vector2 location) { MyGame = game; Sprite = SpriteFactory.CreateBreakableHorizonalBrick(); MyGame.Sprite = Sprite; this.Location = location; }
protected override void LoadContent() { currentTime = 0; spriteBatch = new SpriteBatch(GraphicsDevice); SpriteLayer.CollisionLayer = new CollisionLayer(this); SpriteLayer.GameOverLayer = new GameOverLayer(this); SpriteLayer.YouWinLayer = new YouWinLayer(this); SpriteLayer.HuDLayer = new HuDLayer(this); this.Layers = new List <SpriteLayer>(); //Ideally, the layers are drawn in this order this.Layers.Add(SpriteLayer.BackgroundLayer); this.Layers.Add(SpriteLayer.CollisionLayer); this.Layers.Add(SpriteLayer.GameOverLayer); this.Layers.Add(SpriteLayer.YouWinLayer); this.Layers.Add(SpriteLayer.HuDLayer); LevelLoader.LoadLevel(this, LEVEL); SpriteLayer.CollisionLayer.AddSprite(this.Mario = SpriteFactory.CreateMario(this)); this.backgroundSong = Content.Load <Song>("Music/background"); this.invincibleSong = Content.Load <Song>("Music/invincible"); this.spedBackgroundSong = Content.Load <Song>("Music/spedbackground"); MediaPlayer.Play(this.backgroundSong); MediaPlayer.IsRepeating = true; MediaPlayer.Volume = 0.3f; pointGenerator = new PointTextGenerator(this); }
public QuestionMarkBrickToUsed(Game1 game, Vector2 location) { MyGame = game; Sprite = SpriteFactory.CreateSolidBrickWithCrews3(); MyGame.Sprite = Sprite; this.Location = location; }
public Cannon(Game1 game, Vector2 location) { MyGame = game; Sprite = SpriteFactory.CreateCannon(); MyGame.Sprite = Sprite; this.Location = location; missleCounter = 0; }
public void TestSpriteFactoryBucket() { SpriteCommand command = new BucketCommand(1, 5, 'o'); SpriteEntity sprite = SpriteFactory.GetSprite(command, Canvas); Assert.IsInstanceOfType(sprite, typeof(Bucket)); }
public void TestSpriteFactoryRectangle() { SpriteCommand command = new RectangleCommand(1, 5, 1, 3); SpriteEntity sprite = SpriteFactory.GetSprite(command, Canvas); Assert.IsInstanceOfType(sprite, typeof(Rectangle)); }
void OnTriggerStaySprite(SpriteFactory.SpriteCollider.CollisionData col) { if (col.otherColliderGameObject.name == "AttackCollider") { if (col.spriteColliderName == "DummyCol") { dummyRb.AddForce (new Vector2 (playerTrans.localScale.x * 4, 0), ForceMode2D.Impulse); } } }
public NormalState(IBlock block) { this.block = block; if (!(block is HiddenBlock)) { block.Sprite = SpriteFactory.CreateSprite(block.GetType().Name); } }
public FactoryManager() { factoryDict.Add(FactoryType.UIPanelFactory, new UIPanelFactory()); factoryDict.Add(FactoryType.UIFactory, new UIFactory()); factoryDict.Add(FactoryType.GameFactory, new GameFactory()); audioClipFactory = new AudioClipFactory(); spriteFactory = new SpriteFactory(); runtimeAnimatiorControllerFactory = new RuntimeAnimatiorControllerFactory(); }
public void FireExplosion() { AudioFactory.Instance.CreateSound(StringConsts.Kick).Play(); sprite = SpriteFactory.CreateSprite(nameof(FireExplosion)); sprite.SetLayer(itemLayer); Position += Locations.FireBallExplosionOffSet; ObjState = ObjectState.NonCollidable; Explosion = true; }
public QuestionMarkBrick(Game1 game, Vector2 location, String item) { MyGame = game; hasBeenUsed = false; Sprite = SpriteFactory.CreateQuestionMarkBrick(); MyGame.Sprite = Sprite; this.Location = location; itemObject = item; }
public Coin(Vector2 location) { Position = location; sprite = SpriteFactory.CreateSprite(GetType().Name); sprite.SetLayer(Layers.CoinLayer); Physics = new Physics(PhysicsConsts.CoinInitialVelocity, PhysicsConsts.CoinGravity, itemWeight); Physics.ApplyGravity(); /* Since Initally item does not have gravity for responding state */ }
public UsedBlock(Vector2 location) { HasItem = false; ObjState = ObjectState.Normal; Position = location; Physics = new Physics(Vector2.Zero, PhysicsConsts.ZeroGravity, PhysicsConsts.ZeroWeight); State = new BumpedState(this); Sprite = SpriteFactory.CreateSprite(GetType().Name); }
public WinFlag(Vector2 location) { Position = location; ObjState = ObjectState.NonCollidable; sprite = SpriteFactory.CreateSprite(GetType().Name); sprite.SetLayer(Layers.FlagLayer); Physics = new Physics(PhysicsConsts.WinFlagVelocity, PhysicsConsts.ZeroGravity, PhysicsConsts.ZeroWeight); speedChange = Position.Y - Locations.WinFlagOffset; }
protected virtual void Initialize() { ObjState = ObjectState.Normal; sprite = SpriteFactory.CreateSprite(PipeType); sprite.SetLayer(Layers.PipeLayer); Physics = new Physics(Vector2.Zero, PhysicsConsts.ZeroGravity, PhysicsConsts.ZeroWeight); TransferedLocation = Vector2.Zero; TeleportDirection = Direction.none; Teleported = false; }
public void RegisterState(int sheetState, int spriteState, string texture) { if (!this.stateMap.ContainsKey(sheetState)) { this.stateMap.Add(sheetState, new Dictionary <int, Texture2D>()); } //Console.WriteLine("RegisterState for {0}: {1}, {2}, {3}", this.name, sheetState, spriteState, texture); stateMap[sheetState].Add(spriteState, SpriteFactory.loadTexture(this.game, texture)); }
public PlayerStatusState(MarioGame game) { this.game = game; game.IsMouseVisible = false; game.DisableController(); graphicsDevice = game.GraphicsDevice; spriteFont = game.Content.Load <SpriteFont>(StringConsts.MarioFont); smallMarioSprite = SpriteFactory.CreateSprite(nameof(SmallMario) + nameof(RightIdle)); game.IsMouseVisible = false; }
public FireBall(Vector2 position, FireBallDirection direction) { Position = position; velocityDictionary.TryGetValue(direction, out Vector2 velocity); Physics = new Physics(velocity, PhysicsConsts.FireBallGravity, PhysicsConsts.FireBallWeight); Physics.ApplyGravity(); sprite = SpriteFactory.CreateSprite(GetType().Name); Explosion = false; AudioFactory.Instance.CreateSound(StringConsts.FireBall).Play(); }
public void Bind(int position) { ItemView.SetBackgroundColor(new Android.Graphics.Color((int)Colors.Values[position % Colors.Values.Length])); ItemView.SetOnClickListener(new ClickListener(position)); SpinStyle style = SpinStyle.Values()[position & 15]; Sprite drawable = SpriteFactory.Create(style); _spinKitView.SetIndeterminateDrawable(drawable); }
private UnityEngine.Texture2D FindFrameTexture(SpriteFactory.GameMasterSprite gameMasterSprite) { SpriteFactory.Editor.EditorMasterSpriteCore emsc = FileFinder.GetEditorMasterSprite(gameMasterSprite); if(emsc == null) throw new System.Exception("EditorMasterSprite could not be found!"); SpriteFactory.Editor.EditorMasterSprite.Frame frame = emsc.data.GetEditorPreviewFrame(); if(frame == null) return null; // no frame return frame.GetTexture(); }
public FactoryManager() { // 实例化各工厂 factoryDict.Add(FactoryType.UIPanel, new UIPanelFactory()); factoryDict.Add(FactoryType.UI, new UIFactory()); factoryDict.Add(FactoryType.GameObject, new GameFactory()); audioClipFactory = new AudioClipFactory(); runtimeAnimatorFactory = new RuntimeAnimatorFactory(); spriteFactory = new SpriteFactory(); }
public void Load(SpriteBatch spriteBatch, ContentManager Content) { sb = spriteBatch; Sprite logo = new SpriteFactory(Content.Load<Texture2D>("minecraft-text"), new Vector2(210, 5), spriteBatch).SetScale(new Vector2(0.2f, 0.2f)).Build(); logo.UseCenterAsOrigin = false; Sprite singleplayer = new Sprite(Content.Load<Texture2D>("singleplayer"), new Vector2(340, 150), null); Sprite singleplayerhighlite = new SpriteFactory(Content.Load<Texture2D>("singleplayerhighlite"), new Vector2(340, 150), spriteBatch).SetScale(new Vector2(0f)).Build(); Sprite multiplayer = new Sprite(Content.Load<Texture2D>("multiplayer"), new Vector2(270, 220), null); Sprite multiplayerhighlite = new Sprite(Content.Load<Texture2D>("multiplayerhighlite"), new Vector2(270, 220), null); Sprite options = new Sprite(Content.Load<Texture2D>("Options"), new Vector2(325, 310), null); Sprite optionsHighLite = new Sprite(Content.Load<Texture2D>("OptionsHighLite"), new Vector2(325, 310), null); Sprite controls = new Sprite(Content.Load<Texture2D>("Controls"), new Vector2(340, 150), null); stan = new TextSprite(spriteBatch, new Vector2(170, 220), Content.Load<SpriteFont>("SpriteFont1"), "Stan", Color.Black); stan.Color = Color.Transparent; easy = new TextSprite(spriteBatch, new Vector2(250, 220), Content.Load<SpriteFont>("SpriteFont1"), "Easy", Color.Black); easy.Color = Color.Transparent; medium = new TextSprite(spriteBatch, new Vector2(330, 220), Content.Load<SpriteFont>("SpriteFont1"), "Medium", Color.Black); medium.Color = Color.Transparent; hard = new TextSprite(spriteBatch, new Vector2(445, 220), Content.Load<SpriteFont>("SpriteFont1"), "Hard", Color.Black); hard.Color = Color.Transparent; abe = new TextSprite(spriteBatch, new Vector2(525, 220), Content.Load<SpriteFont>("SpriteFont1"), "Abe", Color.Black); abe.Color = Color.Transparent; controls.Scale = new Vector2(0); Sprite controlsHighLite = new Sprite(Content.Load<Texture2D>("ControlsHighLite"), new Vector2(340, 150), null); controlsHighLite.Scale = new Vector2(0); font = Content.Load<SpriteFont>("SpriteFont1"); location = new Vector2(); spriteManager = new SpriteManager(spriteBatch, /*0*/logo, /*1*/singleplayer, /*2*/singleplayerhighlite, /*3*/multiplayer, /*4*/multiplayerhighlite, /*5*/options, /*6*/optionsHighLite, /*7*/controls, /*8*/controlsHighLite); multiplayer.Updated += new EventHandler(multiplayer_Updated); singleplayer.Updated += new EventHandler(singleplayer_Updated); options.Updated += new EventHandler(options_Updated); controls.Updated += new EventHandler(controls_Updated); easy.Updated += new EventHandler(easy_Updated); stan.Updated += new EventHandler(stan_Updated); medium.Updated += new EventHandler(medium_Updated); hard.Updated += new EventHandler(hard_Updated); abe.Updated += new EventHandler(abe_Updated); }
// METHODS public static SpriteFactory.Editor.EditorMasterSpriteCore GetEditorMasterSprite(SpriteFactory.GameMasterSprite gameMasterSprite) { string emsSavePath = rootPath + editorMasterSpriteSavePath; string gmsFilePath = UnityEditor.AssetDatabase.GetAssetPath(gameMasterSprite); string gmsFileName = System.IO.Path.GetFileNameWithoutExtension(gmsFilePath); // convert GMS file name to EMS file name string gmsFileNameL = gmsFileName.ToLower(); string gmsTypeCodeL = gameMasterSpriteTypeCode.ToLower(); string sgTypeCodeL = spriteGroupTypeCode.ToLower(); string emscFileName; if(gmsFileNameL.StartsWith(gmsTypeCodeL)) { // this is an ungrouped master sprite emscFileName = editorMasterSpriteTypeCode + gmsFileName.Substring(gameMasterSpriteTypeCode.Length, gmsFileName.Length - (gameMasterSpriteTypeCode.Length * 2)) + editorMasterSpriteCoreTypeCode; // strip start and end type codes replacing with ~MS~, end MSC } else if(gmsFileNameL.StartsWith(sgTypeCodeL)) { // this is a grouped master sprite emscFileName = gmsFileName.Substring(0, gmsFileName.Length - gameMasterSpriteTypeCode.Length) + editorMasterSpriteCoreTypeCode; // strip off end and replace with ems core version emscFileName.Replace(fileNameDelimiter + gameMasterSpriteTypeCode + fileNameDelimiter, fileNameDelimiter + editorMasterSpriteTypeCode + fileNameDelimiter); // replace middle ~GMS~ with ems version } else { throw new System.Exception("Error trying to parse MasterSprite file name!"); } string emscFullPath = emsSavePath + directoryDelimiter + emscFileName + assetExtension; if(!System.IO.File.Exists(emscFullPath)) return null; SpriteFactory.Editor.EditorMasterSpriteCore emsc = (SpriteFactory.Editor.EditorMasterSpriteCore)UnityEditor.AssetDatabase.LoadAssetAtPath(emscFullPath, typeof(SpriteFactory.Editor.EditorMasterSpriteCore)); return emsc; }
void OnTriggerStaySprite(SpriteFactory.SpriteCollider.CollisionData col) { if (col.otherColliderGameObject.tag == "Enemy") { if (col.spriteColliderName == "PlayerCol") { if (!_invul) StartCoroutine (Knockback (0.02f)); } } }
public void Load(SpriteBatch spriteBatch, ContentManager Content, Viewport viewport, bool useCustTexture, Texture2D custTexture) { SpriteFactory ballBuilder = new SpriteFactory(Content.Load<Texture2D>("PongCircle"), new Vector2(370, 180), spriteBatch).SetUpdateParamaters(new UpdateParamaters(true, true, false)); ball = ballBuilder.Build(); Sprite p1 = new SpriteFactory(useCustTexture ? custTexture : Content.Load<Texture2D>("PongSprite1"), new Vector2(0, 160), spriteBatch).SetScale(useCustTexture ? new Vector2(80f / custTexture.Width, 80f / custTexture.Height) : new Vector2(1, 1)).Build(); Sprite p2 = new Sprite(Content.Load<Texture2D>("PongSprite2"), new Vector2(720, 160), spriteBatch); bullet = Content.Load<Texture2D>("bullet"); p2gun = new Sprite(Content.Load<Texture2D>("gun"), new Vector2(viewport.Width - 150, 150 + p2.Height - 40), spriteBatch); p2gun.Scale /= 3; p2gun.UseCenterAsOrigin = false; p1gun = new Sprite(Content.Load<Texture2D>("gun"), new Vector2(10, 150 + p1.Height - 40), spriteBatch); p1gun.Scale /= 3; p1gun.UseCenterAsOrigin = false; p1gun2 = new Sprite(Content.Load<Texture2D>("gun2"), new Vector2(10, 150 + p1.Height - 40), spriteBatch); p2gun2 = new Sprite(Content.Load<Texture2D>("gun2"), new Vector2(viewport.Width - 150, 150 + p2.Height - 40), spriteBatch); p1gun2.Color = Color.Transparent; p2gun2.Color = Color.Transparent; p1gun2.UseCenterAsOrigin = false; p2gun2.UseCenterAsOrigin = false; p1gun3 = new Sprite(Content.Load<Texture2D>("gun3"), new Vector2(10, 150 + p1.Height - 40), spriteBatch); p2gun3 = new Sprite(Content.Load<Texture2D>("gun3"), new Vector2(viewport.Width - 150, 150 + p2.Height - 40), spriteBatch); p1gun3.Color = Color.Transparent; p2gun3.Color = Color.Transparent; p1gun3.UseCenterAsOrigin = false; p2gun3.UseCenterAsOrigin = false; p1gun3.Scale /= 1; p2gun3.Scale /= 1; p1healthbar = new Sprite(Content.Load<Texture2D>("full healf"), new Vector2(0), spriteBatch); p1healthempty = new Sprite(Content.Load<Texture2D>("healftempty"), new Vector2(0), spriteBatch); p2healthbar = new Sprite(Content.Load<Texture2D>("full healf"), new Vector2(605, 0), spriteBatch); p2healthempty = new Sprite(Content.Load<Texture2D>("healftempty"), new Vector2(605, 0), spriteBatch); p2healthbar.UseCenterAsOrigin = false; p2healthempty.UseCenterAsOrigin = false; p1healthbar.UseCenterAsOrigin = false; p1healthempty.UseCenterAsOrigin = false; p1healthbar.Color = Color.Transparent; p1healthempty.Color = Color.Transparent; p2healthbar.Color = Color.Transparent; p2healthempty.Color = Color.Transparent; p1gun.Color = Color.Transparent; p1gun.Updated += new EventHandler(gun_Updated); p2gun.Updated += new EventHandler(gun_Updated); p2gun.Color = Color.Transparent; ball.Updated += new EventHandler(ball_Updated); p1.Updated += new EventHandler(p1_Updated); p1.Move += new SpriteMoveEventHandler(p1_Move); p2.Updated += new EventHandler(p2_Updated); p2.Move += new SpriteMoveEventHandler(p2_Move); p2gun.Effect = SpriteEffects.FlipHorizontally; gameOver = new TextSprite(spriteBatch, new Vector2(170, 220), Content.Load<SpriteFont>("SpriteFont1"), "GAME OVER", Color.Black); gameOver.Color = Color.Transparent; _spriteManager = new SpriteManager(spriteBatch, ball, p1, p2, p2gun, p1gun, p1healthempty, p1healthbar, p2healthempty, p2healthbar, p1gun2, p2gun2, p1gun3, p2gun3); _viewport = viewport; resetTimer = new TimeSpan(0, 0, 0, 0, 500); elapsedTime = new TimeSpan(0, 0, 0, 0, 0); gun = Content.Load<Song>("Truth of the Legend"); song = Content.Load<Song>("Cut and Run"); state = GameState.Play; }