public GameScene() { Concurrent cameraPan; Sequence panZoomSequence = new Sequence(); //m_backpackers[2].Transform.PosX += 100; Party.Initialise(); m_introSequence = new Sequence(); m_introSequence.AddAction(Party.GetMovingOutAnimation()); #region Camera Intro Pan Forward T = 5s m_cameraIntroForwardPan = new MoveToStaticAction(Globals.TheGame, World.cam_Main.Transform, Vector2.Zero, 1); m_cameraIntroForwardPan.Timer.Interval = 5.0f; m_cameraIntroForwardPan.Interpolator = new PSmoothstepInterpolation(); ScaleToAction zoom1 = new ScaleToAction(Globals.TheGame, World.cam_Main.Transform, new Vector2(IntroZoom, IntroZoom), 1); zoom1.Timer.Interval = 3.0f; zoom1.StartScale = new Vector2(WaveZoom, WaveZoom); zoom1.Interpolator = new PSmoothstepInterpolation(); panZoomSequence.AddAction(zoom1); panZoomSequence.AddAction(new DelayAction(Globals.TheGame, 1.0f)); ScaleToAction zoom2 = new ScaleToAction(Globals.TheGame, World.cam_Main.Transform, new Vector2(IntroOnExitZoom, IntroOnExitZoom), 1); zoom2.Timer.Interval = 1.0f; zoom2.StartScale = zoom1.Target; zoom2.Interpolator = new PSmoothstepInterpolation(); panZoomSequence.AddAction(zoom2); cameraPan = new Concurrent(new PastaGameLibrary.Action[] { m_cameraIntroForwardPan, panZoomSequence }); m_introSequence.AddAction(cameraPan); m_introSequence.AddAction(new DelayAction(Globals.TheGame, 0.5f)); #endregion #region Camera pan backwards T = 3s m_cameraIntroBackwardsPan = new MoveToStaticAction(Globals.TheGame, World.cam_Main.Transform, Vector2.Zero, 1); m_cameraIntroBackwardsPan.Timer.Interval = 3.0f; m_cameraIntroBackwardsPan.Interpolator = new PSmoothstepInterpolation(); zoom1 = new ScaleToAction(Globals.TheGame, World.cam_Main.Transform, new Vector2(1.0f, 1.0f), 1); zoom1.Timer.Interval = 1.0f; zoom1.StartScale = zoom2.Target; zoom1.Interpolator = new PSmoothstepInterpolation(); cameraPan = new Concurrent(new PastaGameLibrary.Action[] { m_cameraIntroBackwardsPan, zoom1 }); m_introSequence.AddAction(cameraPan); #endregion }
public CutscenePlayer() : base() { m_ascendSound = SoundEffectLibrary.Get("ascend").CreateInstance(); m_cloud = new Prop("cloud"); m_sword = new Prop("sword"); m_shlingSprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("shling"), new Transform(m_transform, true)); m_sprite = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("player_cutscene", 1, 4), new Transform(m_transform, true)); m_sprite.Origin = new Vector2(0.5f, 0.5f); m_sprite.PixelCorrection = false; m_moveToCrowd = new MoveToTransform(Program.TheGame, m_transform, null, null, 1); m_moveToCrowd.Timer.Interval = 0.1f; MoveToStaticAction carryMovement = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(0, CarryHeight - 5), 1); carryMovement.Interpolator = new PBounceInterpolation(1.0f); carryMovement.StartPosition = new Vector2(0, CarryHeight); carryMovement.Timer.Interval = 0.2f; MethodAction action = new MethodAction(delegate() { carryMovement.StartPosition = new Vector2(0, CarryHeight); }); Sequence bounceAnimation = new Sequence(-1); bounceAnimation.AddAction(carryMovement); bounceAnimation.AddAction(action); m_carryAnimation = new Sequence(1); m_carryAnimation.AddAction(m_moveToCrowd); m_carryAnimation.AddAction(bounceAnimation); //Sword movement Transform start = new Transform(m_transform, true); Transform end = new Transform(m_transform, true); m_swordMovement = new MoveToTransform(Program.TheGame, m_sword.Transform, start, end, 1); end.PosX = SwordOffsetToPlayerX; end.PosY = SwordOffsetToPlayerY; m_swordDelay = new DelayAction(Program.TheGame, AscendDuration * SwordStartTimeRatio); //Cloud movement m_cloudMovement = new MoveToStaticAction(Program.TheGame, m_cloud.Transform, new Vector2(CloudOffsetToPlayerX, CloudOffsetToPlayerY), 1); m_cloudMovement.StartPosition = new Vector2(CloudStartX, 0); m_cloudMovement.Interpolator = new PSquareInterpolation(0.25f); //Delay of the ascend, then sword/cloud movement Sequence swordAndCloudMovement = new Sequence(1); swordAndCloudMovement.AddAction(m_swordDelay); swordAndCloudMovement.AddAction(new Concurrent(new PastaGameLibrary.Action[] { m_swordMovement, m_cloudMovement })); m_ascendMovement = new MoveToTransform(Program.TheGame, m_transform, new Transform(), new Transform(), 1); m_ascendMovement.Interpolator = new PSquareInterpolation(0.5f); MethodAction showPlayer = new MethodAction(delegate() { m_sprite.Transform.PosY -= 1; Game1.player.ShowPlayer(); isVisible = false; m_cloud.IsVisible = false; m_sword.IsVisible = false; }); //Shling! ScaleToAction shlingScale = new ScaleToAction(Program.TheGame, m_shlingSprite.Transform, new Vector2(ShlingScale, ShlingScale), 1); shlingScale.Timer.Interval = ShlingTime; shlingScale.StartScale = Vector2.Zero; shlingScale.Interpolator = new PSquareInterpolation(2); RotateToStaticAction shlingRotate = new RotateToStaticAction(Program.TheGame, m_shlingSprite.Transform, ShlingSpin, 1); shlingRotate.Timer.Interval = ShlingTime; m_shling = new Concurrent(new PastaGameLibrary.Action[] { shlingScale, shlingRotate }); Sequence readyAnim = new Sequence(1); readyAnim.AddAction(new DelayAction(Program.TheGame, 0.5f)); readyAnim.AddAction(new MethodAction(delegate() { Cutscenes.GetReady(); SoundEffectLibrary.Get("sword_slash").Play(); })); Concurrent shlingReady = new Concurrent(new PastaGameLibrary.Action[] { m_shling, readyAnim, }); m_ascend = new Sequence(1); m_ascend.AddAction(new DelayAction(Program.TheGame, Crowd.LaunchTensionTime)); m_ascend.AddAction(new MethodAction(delegate() { m_ascendSound.Play(); })); Concurrent ascendAndSword = new Concurrent(new PastaGameLibrary.Action[] { m_ascendMovement, swordAndCloudMovement }); m_ascend.AddAction(ascendAndSword); m_ascend.AddAction(showPlayer); m_ascend.AddAction(shlingReady); m_physics = new PhysicsComponent(Program.TheGame, m_transform); m_physics.Mass = 3.0f; m_jumpFromTotem = new Sequence(1); m_decelerate = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1); m_decelerate.Interpolator = new PSquareInterpolation(0.5f); m_jumpFromTotem.AddAction(m_decelerate); m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.2f)); m_jumpFromTotem.AddAction(new MethodAction(delegate() { m_physics.OnBounce = null; m_physics.Throw(1.0f, -2.0f, 0); Game1.CurrentMusic.StopDynamicMusic(); SoundEffectLibrary.Get("sword_slash").Play(); })); m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.75f)); m_jumpFromTotem.AddAction(new MethodAction(delegate() { Game1.SetupNextRound(); if (Game1.CurrentTotem == null) Cutscenes.GoToCliff(); else Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0); })); m_actionManager = new SingleActionManager(); m_hitSpikes = new Sequence(1); m_moveToCrashingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), new Transform(), 1); m_moveToCrashingPlayer.Timer.Interval = 0.2f; m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 1.0f)); m_hitSpikes.AddAction(m_moveToCrashingPlayer); m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_hitSpikes.AddAction(new MethodAction(delegate() { if(Game1.CurrentTotem == null) Cutscenes.GoToCliff(); else Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0); m_sprite.SetFrame(0); m_physics.OnBounce = null; m_physics.Throw(0, -3, 0); m_transform.PosY = m_physics.GroundLevel; })); m_auraParticles = new ParticleSystem(Program.TheGame, 100); m_soulParticles = new ParticleSystem(Program.TheGame, 500); m_levitate = new Sequence(1); m_moveToCliffTip = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(Cutscenes.InitialCharacterPosition + 10, -8), 1); m_moveToCliffTip.Interpolator = new PSmoothstepInterpolation(); m_moveToCliffTip.Timer.Interval = 1.0f; m_levitate.AddAction(m_moveToCliffTip); m_levitate.AddAction(new MethodAction(delegate() { m_generateSouls = true; })); m_particleGenerator = new ParticleGenerator<GlitterParticle>(Program.TheGame, m_auraParticles); m_particleGenerator.Automatic = true; m_particleGenerator.GenerationInterval = 0.01f; m_soulParticleGenerator = new ParticleGenerator<SoulParticle>(Program.TheGame, m_soulParticles); m_jumpInMouth = new Sequence(1); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { m_generateSouls = false; })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { JumpInMonsterMouth(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.25f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.monster.CloseMouth(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 2.0f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.crowd.PushNewGuy(); })); m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 1.0f)); m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.StartMainMenu(); })); }
static void InitialiseMovingOutAnimation() { #region Backpacker 0 Sequence waveAnimation_0 = new Sequence(); MoveToStaticAction walkMove_0 = new MoveToStaticAction(Globals.TheGame, Backpackers[0].Transform, new Vector2(MeetingPoint, 0), 1); walkMove_0.Timer.Interval = 0.5f; SpriteSheetAnimation walkAnim_0 = new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 1, 0.1f, 5); waveAnimation_0.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_0, walkAnim_0 })); waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 0, 0.5f, 1)); waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 2, 3, 0.2f, 4)); waveAnimation_0.AddAction(new SpriteSheetAnimation(Backpackers[0].Sprite, 0, 0, 0.1f, 1)); #endregion #region Backpacker 1 Sequence waveAnimation_1 = new Sequence(); MoveToStaticAction walkMove_1 = new MoveToStaticAction(Globals.TheGame, Backpackers[1].Transform, new Vector2(MeetingPoint - 40, 0), 1); walkMove_1.Timer.Interval = 0.5f; SpriteSheetAnimation walkAnim_1 = new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 1, 0.1f, 5); waveAnimation_1.AddAction(new DelayAction(Globals.TheGame, 0.2f)); waveAnimation_1.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_1, walkAnim_1 })); waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 0, 0.5f, 1)); waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 2, 3, 0.1f, 5)); waveAnimation_1.AddAction(new SpriteSheetAnimation(Backpackers[1].Sprite, 0, 0, 0.1f, 1)); #endregion #region Backpacker 2 Sequence waveAnimation_2 = new Sequence(); MoveToStaticAction walkMove_2 = new MoveToStaticAction(Globals.TheGame, Backpackers[2].Transform, new Vector2(MeetingPoint - 80, 0), 1); walkMove_2.Timer.Interval = 0.5f; SpriteSheetAnimation walkAnim_2 = new SpriteSheetAnimation(Backpackers[2].Sprite, 0, 1, 0.1f, 5); waveAnimation_2.AddAction(new DelayAction(Globals.TheGame, 0.4f)); waveAnimation_2.AddAction(new Concurrent(new PastaGameLibrary.Action[] { walkMove_2, walkAnim_2 })); waveAnimation_2.AddAction(new SpriteSheetAnimation(Backpackers[2].Sprite, 2, 3, 0.2f, 3)); waveAnimation_2.AddAction(new SpriteSheetAnimation(Backpackers[2].Sprite, 0, 0, 0.1f, 1)); #endregion s_movingOutAnimation = new Concurrent(new PastaGameLibrary.Action[] { waveAnimation_0, waveAnimation_1, waveAnimation_2 }); }