public Repeat(FinateTimeAction action, uint times) : base(action.Duration * times) { Times = times; Total = 0; InnerAction = action; }
public SimpleLoadingScreen() { _showAction = new FadeIn(.3f); _hideAction = _showAction.Reverse(); _frame = SkidiGame.ResourceManager.GetFrame("$px"); Scale = SkidiGame.ScreenBounds.Size.ToVector2(); }
public override FinateTimeAction Reverse() { var result = new FinateTimeAction[InnerActions.Length]; for (int i = 0; i < InnerActions.Length; i++) result[i] = InnerActions[i].Reverse(); return new Parallel(result); }
public Eagle() : base(new Animation(0.05f, "eagle0", "eagle1", "eagle2", "eagle3", "eagle4", "eagle5", "eagle6", "eagle7"), new Vector2(SkidiGame.ScreenBounds.Width*.4f, 0), Vector2.Zero) { _animate = new RepeatForever(new Animate(Animation)); _defaultPosition = new Vector2(-SkidiGame.ScreenBounds.Width * .4f, 0f); Reset(); }
public RepeatActionState(Drawable target, Repeat action) : base(target, action) { _innerAction = action.InnerAction; _innerActionState = (FinateTimeActionState) _innerAction.StartAction(target); _times = action.Times; _total = action.Total; _nextDt = _innerAction.Duration/Duration; }
public EaseSineOut(FinateTimeAction innerAction) : base(innerAction) { }
public EaseElasticInOut(FinateTimeAction action, float period = 0.3f) : base(action, period) { }
public EaseExponentialOut(FinateTimeAction innerAction) : base(innerAction) { }
protected ActionEase(FinateTimeAction innerAction) : base(innerAction.Duration) { InnerAction = innerAction; }
public EaseOut(FinateTimeAction innerAction, float rate) : base(innerAction, rate) { }
protected EaseElastic(FinateTimeAction action, float period = .3f) : base(action) { Period = period; }
public EaseCustom(FinateTimeAction innerAction, Func<float, float> easeFunc) : base(innerAction) { InnerFunc = easeFunc; }
public RunAction(FinateTimeAction action) { InnerAction = action; }
public EaseBounceInOut(FinateTimeAction innerAction) : base(innerAction) { }
public EmptyActionState(Drawable target, FinateTimeAction action) : base(target, action) { }
public RunActionState(Drawable target, RunAction action) : base(target, action) { _action = action.InnerAction; }
public Smoke(Vector2 offset) { Frame = SmokeFrame; Size *= SkidiBirdGame.Scale; _offset = offset; _scaleStart = new Vector2(.8f + (float)Random.NextDouble() * .2f); var scaleDelta = new Vector2((float)Random.NextDouble() * .4f + 4f); var rotateTo = (float)Random.NextDouble() * 120 + 60; _animation = new Sequence(new Parallel(new ScaleTo(.4f, scaleDelta), new RotateBy(.4f, rotateTo)), new FadeOut(.3f)); }
public Star(int startDegrees) { Frame = StarFrame; Size *= SkidiBirdGame.Scale; var duration = .3f + (float)Random.NextDouble()*.4f; var maxDest = 300 * SkidiBirdGame.Scale; var radians = MathHelper.ToRadians(Random.Next(startDegrees, startDegrees+45)); var velocity = new Vector2(maxDest, 0).Rotate(radians)*(duration / .7f); Rotation = radians; _animation = new Sequence(new MoveTo(duration, velocity), new FadeOut(.3f)); }
protected FinateTimeActionState(Drawable target, FinateTimeAction action) : base(target, action) { Duration = action.Duration; Elapsed = 0.0f; }
protected EaseRateAction(FinateTimeAction innerAction, float rate) : base(innerAction) { Rate = rate; }
public EaseBackIn(FinateTimeAction innerAction) : base(innerAction) { }