public ParticleEffect(Vector2 position, Color tint, int particleCount, TextureData textureData, float particleSpeed, float particleGravity, float maxScale, float lifeTime, bool rotate) : base(position) { this.textureData = textureData; this.tint = tint; particles = new Particle[particleCount]; for (int i = 0; i < particleCount; ++i) particles[i] = new Particle(position, particleSpeed, particleGravity, maxScale, lifeTime, rotate); }
public ItemWithAttributes(Attributes attributes) { Attributes = attributes; statusParticleTextureData = getTextureDataForStatus(Attributes.Status); statusParticleTimer = 0.0f; affiliationTint = getColorForAffiliation(Attributes.Affiliation); affiliationTintAlpha = 0.0f; incAffiliationTintAlpha = true; }
public FloatingParticle(Vector2 position, Vector2 velocity, Vector2 scale, float alphaTime, TextureData textureData) : base(position) { Velocity = velocity; Scale = scale; this.textureData = textureData; alphaSpeed = 1.0f / alphaTime; alpha = 1.0f; ZIndex = -1; }
public Battle(Party playerParty, Party enemyParty, Encounter overworldEncounter) { if (playerParty == null) throw new Exception("Party playerParty cannot be null"); if (enemyParty == null) throw new Exception("Party enemyParty cannot be null"); PlayerParty = playerParty.Tap(party => party.StartBattle(this)); EnemyParty = enemyParty.Tap(party => party.StartBattle(this)); states = new Stack<BattleState>(); states.Push(new BattleStates.Intro(this)); stateChanged = true; OverworldEncounter = overworldEncounter; Camera = new Camera(Game1.ScreenSize); Camera.Position = Camera.Size / 2.0f; cameraUpdateDelay = 0.0f; RepositionPartyMembers(); updateCamera(); Camera.Scale = Camera.TargetScale; updateCamera(); Camera.Position = Camera.TargetPosition; generateBackground(); generateBackgroundScenery(); generateFloorScenery(); whitePixelTextureData = ResourceManager.GetTextureData("white_pixel"); arrowTextureData = ResourceManager.GetTextureData("arrow_down"); CharacterClassHeadTextureData = new Dictionary<CharacterClass, TextureData> { { CharacterClass.Warrior, ResourceManager.GetTextureData("battle_ui/warrior_head") }, { CharacterClass.Marksman, ResourceManager.GetTextureData("battle_ui/marksman_head") }, { CharacterClass.Medic, ResourceManager.GetTextureData("battle_ui/medic_head") }, { CharacterClass.Thief, ResourceManager.GetTextureData("battle_ui/thief_head") } }; keyboardButtonTextureData = ResourceManager.GetTextureData("battle_ui/buttons/key"); gamepadButtonTextureData = new Dictionary<InputButton, TextureData> { { InputButton.A, ResourceManager.GetTextureData("battle_ui/buttons/gamepad_a") }, { InputButton.B, ResourceManager.GetTextureData("battle_ui/buttons/gamepad_b") }, { InputButton.LeftTrigger, ResourceManager.GetTextureData("battle_ui/buttons/gamepad_lt") } }; BorderTextureData = new TextureData[Directions.Length]; for (int i = 0; i < Directions.Length; ++i) BorderTextureData[i] = ResourceManager.GetTextureData("battle_ui/borders/" + Directions[i]); PlayerPartyItemsUsed = 0; LastUsedThinkActionTypes = new ConditionalWeakTable<PartyMember, Wrapper<BattleStates.ThinkActionType>>(); }
public PauseMenu() { pixelTextureData = ResourceManager.GetTextureData("white_pixel"); options = new List<string> { "Resume", "Exit" }; currentOptionIndex = 0; inputButtonListener = new InputButtonListener(new Dictionary<InputButton, ButtonEventHandlers> { { InputButton.Down, new ButtonEventHandlers(down: nextOption) }, { InputButton.Up, new ButtonEventHandlers(down: previousOption) }, { InputButton.A, new ButtonEventHandlers(up: selectOption) } }); }
public Entity(Vector2 position) { ResetManipulation(); Position = position; ZIndex = 0; DepthOverride = -1.0f; Altitude = 0.0f; Alive = true; Visible = true; UpdateExtensions = new List<UpdateExtension>(); Shader = null; PauseAnimation = false; RenderShadow = false; shadowTextureData = ResourceManager.GetTextureData("shadow"); }
private void addSkeletonAttachment(string slotName, string attachmentName, TextureData textureData) { RegionAttachment regionAttachment = new RegionAttachment(attachmentName); regionAttachment.RendererObject = textureData.Texture; regionAttachment.Width = regionAttachment.RegionWidth = regionAttachment.RegionOriginalWidth = textureData.Texture.Width; regionAttachment.Height = regionAttachment.RegionHeight = regionAttachment.RegionOriginalHeight = textureData.Texture.Height; regionAttachment.RegionOffsetX = textureData.OriginX; regionAttachment.RegionOffsetY = textureData.OriginY; regionAttachment.Rotation = textureData.Rotation; regionAttachment.SetUVs(0, 0, 1, 1, false); regionAttachment.UpdateOffset(); Skeleton.Data.FindSkin("default").AddAttachment(Skeleton.FindSlotIndex(slotName), attachmentName, regionAttachment); }
public void SetSkeletonAttachment(string slotName, string attachmentName, TextureData textureData = null, bool forceNoTextureData = false) { if (Skeleton == null || Skeleton.FindSlot(slotName) == null) return; if (Skeleton.GetAttachment(slotName, attachmentName) == null) { if (textureData != null) { addSkeletonAttachment(slotName, attachmentName, textureData); Skeleton.SetAttachment(slotName, attachmentName); } else if (forceNoTextureData) { Skeleton.Data.FindSkin("default").AddAttachment(Skeleton.FindSlotIndex(slotName), attachmentName, new RegionAttachment(attachmentName)); Skeleton.SetAttachment(slotName, attachmentName); } } else Skeleton.SetAttachment(slotName, attachmentName); }
public void Draw(TextureData textureData, Vector2 position, Color color) { Draw(textureData, position, color, 0.0f, new Vector2(1.0f)); }
public void Draw(Color tint, Renderer renderer, TextureData textureData) { float alpha = 1.0f - (time / lifeTime); renderer.Draw(textureData, position, new Color(tint.R, tint.G, tint.B, (byte)(255 * alpha)), rotation, new Vector2(scale)); }
public void Draw(TextureData textureData, Vector2 position, Color color, float rotation, Vector2 scale, bool cameraTransform = true) { beginSpriteBatch(); if (cameraTransform) { translatePosition(ref position); updateScale(ref scale); } updateColor(ref color); Rectangle sourceRect = new Rectangle(0, 0, textureData.Texture.Width, textureData.Texture.Height); SpriteEffects spriteEffects = getSpriteEffectsFromScale(ref scale); spriteBatch.Draw(textureData.Texture, position, sourceRect, color, rotation, textureData.Origin, scale * textureData.Scale, spriteEffects, 0.0f); }
public GameOver() { whitePixelTextureData = ResourceManager.GetTextureData("white_pixel"); gameOverAlphaTimer = 0.0f; }