예제 #1
0
        public Blood(Screen parent, Vector2 position, Color overlay, float baseSize, float sizeVar, float baseSpeed, float speedVar, float speedDamp, int lifeTime)
            : base(parent)
        {
            _ColourOverlay = overlay;
            _BaseSize      = baseSize;
            _SizeVar       = sizeVar;
            _BaseSpeed     = baseSpeed;
            _SpeedVar      = speedVar;
            _SpeedDamp     = speedDamp;
            _LifeTime      = lifeTime;
            _Remaining     = _LifeTime;

            // Create collision geometry for the marine
            float size = (float)Application.AppReference.Random.NextDouble() * _SizeVar + _BaseSize;

            _Geometry = new Geometry(this, new Vector2(), size, size, 0.0f, size);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            Animation normal = new Animation("blood", "Normal", 1, 7, 6.0f);

            normal.Loop = 1;
            _Animations.AddAnimation(normal);
            _Animations.PlayAnimation("Normal");

            _Geometry.Direction = Application.AppReference.Random.NextDouble() * Math.PI * 2;
            _Speed             = (float)Application.AppReference.Random.NextDouble() * _SpeedVar + _BaseSpeed;
            _Geometry.Position = position;
        }
예제 #2
0
            public override string Initialize()
            {
                // Create collision geometry for the marine
                float size = (float)Application.AppReference.Random.NextDouble() * SizeVariation + BaseSize;

                _Geometry = new Geometry(this, new Vector2(), size, size, 0.0f, size);

                // Create an animation set for the marine
                _Animations = new AnimationSet();

                // Add the default animation
                Animation normal = new Animation("alien_blood", "Normal", 1, 4, 4.5f);

                normal.Loop = 1;
                _Animations.AddAnimation(normal);
                _Animations.PlayAnimation("Normal");

                // Set crosshair to front of screen
                _Depth = 0.75f;

                //_DynamicLighting = true;

                _Geometry.Direction = Application.AppReference.Random.NextDouble() * Math.PI * 2;
                _Speed = (float)Application.AppReference.Random.NextDouble() * SpeedVariation + SpeedBase;

                // Return the name for this class
                return("AlienBlood");
            }
예제 #3
0
        public override string Initialize()
        {
            // Create collision geometry for the marine
            _Geometry = new Geometry(this, new Vector2(), 44.0f, 44.0f, 0.0f, 16.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            _Animations.AddAnimation(new Animation("alien3", "Normal", 1, 5, 8.0f));
            _Animations.PlayAnimation("Normal");

            // Set crosshair to front of screen
            _Depth = 0.79f;

            _DynamicLighting = true;

            // Flag as an active collision entity
            CollisionType = CollisionType.Active;

            // Return the name for this class
            return("Alien");
        }
예제 #4
0
        public override string Initialize()
        {
            // Create collision geometry for the marine
            _Geometry = new Geometry(this, new Vector2(), 20.0f, 20.0f, 0.0f, 0.0f);

            // Create an animation set for the marine
            _Animations = new AnimationSet();

            // Add the default animation
            Animation normal = new Animation("muzzle_flash", "Normal", 1, 5, 10.0f);

            normal.Loop = 1;
            _Animations.AddAnimation(normal);
            _Animations.PlayAnimation("Normal");

            // Set crosshair to front of screen
            _Depth = 0.18f;

            _ColourOverlay = new Color(1.0f, 0.9f, 0.7f, 0.6f);

            // Return the name for this class
            return("MuzzleFlash");
        }