public YaeDialogTrigger(IEntity yae, BaseTrigger trigger) { this.yae = yae; this.trigger = trigger; initialize(); }
public CameraZoomTrigger(BaseTrigger trigger) { this.trigger = trigger; initialize(); }
public FadeInTrigger(BaseTrigger trigger, DrawableEntity entityToFade) { this.trigger = trigger; this.entityToFade = entityToFade; initialize(); }
public override void LoadContent() { base.LoadContent(); List<CollisionBody> bodyList = new List<CollisionBody>(); int i = 0; // poligonos de arriba List<Vector2> polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 2, blockSize * 7), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 4, blockSize * 2), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 7, blockSize * 2), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 3, GameConstants.CAMERA_INNER_BORDER + blockSize * 3)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 3, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 9, blockSize * 3), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 12, blockSize * 5), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 15, blockSize * 5), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize * 4)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 4, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 21, blockSize * 2), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 26, blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 29, blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 33, blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 38, blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 48, blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 3, GameConstants.CAMERA_INNER_BORDER + blockSize * 3)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 3, GameConstants.CAMERA_INNER_BORDER + 0)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 59, blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); // poligonos de abajo polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + blockSize)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 4, blockSize * 12), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize * 2)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 2, GameConstants.CAMERA_INNER_BORDER + blockSize * 2)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 6, blockSize * 13), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 10, blockSize * 14), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + blockSize)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 22, blockSize * 14), false, GameLayers.MIDDLE_PLAY_AREA)); polyPoints = new List<Vector2>(); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + 0)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize, GameConstants.CAMERA_INNER_BORDER + blockSize)); polyPoints.Add(new Vector2(GameConstants.CAMERA_INNER_BORDER + 0, GameConstants.CAMERA_INNER_BORDER + blockSize)); bodyList.Add(ShapeFactory.CreatePolygon("Polygon" + ++i, this, true, false, polyPoints, new Vector2(blockSize * 58, blockSize * 12), false, GameLayers.MIDDLE_PLAY_AREA)); i = 0; // bloques de arriba bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 2, blockSize * 8, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 0, GameConstants.CAMERA_INNER_BORDER + blockSize * 0), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 2, blockSize * 3, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 2, GameConstants.CAMERA_INNER_BORDER + blockSize * 0), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 1, blockSize * 4, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 2, GameConstants.CAMERA_INNER_BORDER + blockSize * 3), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 8, blockSize * 2, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 4, GameConstants.CAMERA_INNER_BORDER + blockSize * 0), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 4, blockSize, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 8, GameConstants.CAMERA_INNER_BORDER + blockSize * 2), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 5, blockSize, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 16, GameConstants.CAMERA_INNER_BORDER + blockSize * 5), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 5, blockSize * 2, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 21, GameConstants.CAMERA_INNER_BORDER + blockSize * 0), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 38, blockSize * 1, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 26, GameConstants.CAMERA_INNER_BORDER + blockSize * 0), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 3, blockSize * 1, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 30, GameConstants.CAMERA_INNER_BORDER + blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 9, blockSize * 1, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 39, GameConstants.CAMERA_INNER_BORDER + blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); bodyList.Add(ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 2, blockSize * 3, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 62, GameConstants.CAMERA_INNER_BORDER + blockSize * 1), false, GameLayers.MIDDLE_PLAY_AREA)); // bloques de abajo List<AreaCollisionBodyWrapper> bodyWrapperList = new List<AreaCollisionBodyWrapper>(); AreaCollisionBodyWrapper wrapper = null; wrapper = new AreaCollisionBodyWrapper(this, ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 4, blockSize * 4, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 0, GameConstants.CAMERA_INNER_BORDER + blockSize * 12), false, GameLayers.MIDDLE_PLAY_AREA)); wrapper.addBoolProperty(EntityProperty.Earth, true); bodyWrapperList.Add(wrapper); wrapper = new AreaCollisionBodyWrapper(this, ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 2, blockSize * 3, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 4, GameConstants.CAMERA_INNER_BORDER + blockSize * 13), false, GameLayers.MIDDLE_PLAY_AREA)); wrapper.addBoolProperty(EntityProperty.Earth, true); bodyWrapperList.Add(wrapper); wrapper = new AreaCollisionBodyWrapper(this, ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 5, blockSize, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 6, GameConstants.CAMERA_INNER_BORDER + blockSize * 15), false, GameLayers.MIDDLE_PLAY_AREA)); wrapper.addBoolProperty(EntityProperty.Earth, true); bodyWrapperList.Add(wrapper); wrapper = new AreaCollisionBodyWrapper(this, ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 11, blockSize * 2, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 11, GameConstants.CAMERA_INNER_BORDER + blockSize * 14), false, GameLayers.MIDDLE_PLAY_AREA)); wrapper.addBoolProperty(EntityProperty.Earth, true); bodyWrapperList.Add(wrapper); wrapper = new AreaCollisionBodyWrapper(this, ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 36, blockSize, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 22, GameConstants.CAMERA_INNER_BORDER + blockSize * 15), false, GameLayers.MIDDLE_PLAY_AREA)); wrapper.addBoolProperty(EntityProperty.Earth, true); bodyWrapperList.Add(wrapper); wrapper = new AreaCollisionBodyWrapper(this, ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize, blockSize * 3, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 58, GameConstants.CAMERA_INNER_BORDER + blockSize * 13), false, GameLayers.MIDDLE_PLAY_AREA)); wrapper.addBoolProperty(EntityProperty.Earth, true); bodyWrapperList.Add(wrapper); wrapper = new AreaCollisionBodyWrapper(this, ShapeFactory.CreateRectangle("Block" + ++i, this, true, false, blockSize * 5, blockSize * 4, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 59, GameConstants.CAMERA_INNER_BORDER + blockSize * 12), false, GameLayers.MIDDLE_PLAY_AREA)); wrapper.addBoolProperty(EntityProperty.Earth, true); bodyWrapperList.Add(wrapper); CollisionComponent.addBodies(bodyList); CollisionComponent.addWrappers(bodyWrapperList); EventManager.Instance.addCollisionListener(this, new SurfaceCollisionResponse(this)); PhysicsData boxPhysics = new PhysicsData(); boxPhysics.MinimumVelocity = new Vector2(-500, -5000); boxPhysics.MaximumVelocity = new Vector2(500, 2000); boxPhysics.Weight = 15; boxPhysics.RunningImpulse = 30000; boxPhysics.AirImpulse = 15000; boxPhysics.JumpImpulse = 1200000; Dictionary<ElementType, float> boxElementMultipliers = UtilMethods.getDamageMultipliers(DamageMultipliers.NORMAL_DAMAGE, DamageMultipliers.HIGH_DAMAGE, DamageMultipliers.NORMAL_DAMAGE, DamageMultipliers.NORMAL_DAMAGE, DamageMultipliers.NORMAL_DAMAGE); // Conjunto de bloques que desaparecen visualmente cuando // se activa un trigger DrawableEntity fadeWall = new DrawableEntity(); fadeWall.addDrawEffect(new FadeEffect(fadeWall, 0.02f, 0.4f, 1.0f)); // Trigger utilizado para desaparecer // visualmente una entidad cuando se entra // en el rango del trigger BaseTrigger baseTrigger = new BaseTrigger(); Box cameraTriggerBody = ShapeFactory.CreateRectangle("trigger", baseTrigger, false, false, blockSize * 9, blockSize * 5, new Vector2(GameConstants.CAMERA_INNER_BORDER + blockSize * 12, GameConstants.CAMERA_INNER_BORDER + blockSize * 0), false); baseTrigger.Zone = cameraTriggerBody; FadeInTrigger ct = new FadeInTrigger(baseTrigger, fadeWall); this.areaItems.Add(baseTrigger); }
public FadeInTrigger(BaseTrigger trigger) { this.trigger = trigger; initialize(); }