//----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- public PlayerMinecartState() { minecartSpeed = 1.0f; minecart = null; trackTile = null; minecartAnimationPlayer = new AnimationPlayer(); }
//----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- public TileTurnstile() { arrowsAnimationPlayer = new AnimationPlayer(); turnstileAnimationPlayer = new AnimationPlayer(); Graphics.SyncPlaybackWithRoomTicks = false; }
//----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- public RoomStateReward(Reward reward) { this.updateRoom = false; this.animateRoom = true; this.reward = reward; this.chestPosition = Point2I.Zero; this.useChest = false; this.timer = 0; this.animationPlayer = new AnimationPlayer(); }
//----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- public UnitTool() { unit = null; drawAboveUnit = false; animationPlayer = new AnimationPlayer(); collisionBox = new Rectangle2I(-1, -1, 2, 2); toolType = UnitToolType.Visual; isEquipped = false; isPhysicsEnabled = true; imageVariantID = GameData.VARIANT_NONE; syncAnimationWithDirection = true; }
//----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- public TileGraphicsComponent(Tile tile) { this.tile = tile; this.animationPlayer = new AnimationPlayer(); this.isVisible = true; this.depthLayer = DepthLayer.TileLayer1; this.imageVariant = 0; this.raisedDrawOffset = Point2I.Zero; this.drawOffset = Point2I.Zero; this.syncPlaybackWithRoomTicks = true; this.isAnimatedWhenPaused = false; this.absoluteDrawPosition = Vector2F.Zero; this.useAbsoluteDrawPosition = false; }
//----------------------------------------------------------------------------- // Constructors //----------------------------------------------------------------------------- public GraphicsComponent(Entity entity) { this.entity = entity; this.animationPlayer = new AnimationPlayer(); this.sprite = null; this.subStripIndex = 0; this.isVisible = true; this.isShadowVisible = true; this.grassDrawOffset = Point2I.Zero; this.ripplesDrawOffset = Point2I.Zero; this.shadowDrawOffset = Point2I.Zero; this.isGrassEffectVisible = true; this.isRipplesEffectVisible = true; this.grassAnimationTicks = 0; this.drawOffset = Point2I.Zero; this.isFlickering = false; this.flickerAlternateDelay = 2; this.flickerTimer = 0; this.flickerIsVisible = true; this.imageVariant = GameData.VARIANT_NONE; this.isAnimatedWhenPaused = false; }
public void DrawAnimation(AnimationPlayer animationPlayer, Vector2F position, Color color, float depth = 0.0f) { DrawAnimation(animationPlayer.SubStrip, animationPlayer.PlaybackTime, position, color, depth); }
public void DrawAnimation(AnimationPlayer animationPlayer, int variantID, Vector2F position, float depth = 0.0f) { DrawAnimation(animationPlayer.SubStrip, variantID, animationPlayer.PlaybackTime, position, depth); }
//----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- public MonsterGaleState(EffectGale galeEffect) { this.galeEffect = galeEffect; galeAnimationPlayer = new AnimationPlayer(); }
//----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- public MonsterBurnState(int burnDamage) { this.burnDamage = burnDamage; this.burnDuration = GameSettings.MONSTER_BURN_DURATION; this.flameAnimationPlayer = new AnimationPlayer(); }
//----------------------------------------------------------------------------- // Constructors //----------------------------------------------------------------------------- public Player() { direction = Directions.Down; useDirection = 0; useAngle = 0; autoRoomTransition = false; syncAnimationWithDirection = true; movement = new PlayerMoveComponent(this); // Unit properties. originOffset = new Point2I(0, -2); centerOffset = new Point2I(0, -8); Health = 4 * 3; MaxHealth = 4 * 3; swimmingSkills = PlayerSwimmingSkills.CantSwim; invincibleTimer = 0; tunic = PlayerTunics.GreenTunic; // Physics. Physics.CollisionBox = new Rectangle2F(-4, -10, 8, 9); Physics.SoftCollisionBox = new Rectangle2F(-6, -14, 12, 13); Physics.CollideWithWorld = true; Physics.CollideWithEntities = true; Physics.CollideWithRoomEdge = true; Physics.HasGravity = true; // Graphics. Graphics.ShadowDrawOffset = originOffset; Graphics.DrawOffset = new Point2I(-8, -16); // Create the basic player states. state = null; stateNormal = new PlayerNormalState(); stateBusy = new PlayerBusyState(); stateSwim = new PlayerSwimState(); stateLadder = new PlayerLadderState(); stateLedgeJump = new PlayerLedgeJumpState(); stateSwing = new PlayerSwingState(); stateHoldSword = new PlayerHoldSwordState(); stateSpinSword = new PlayerSpinSwordState(); toolAnimation = new AnimationPlayer(); }
// Draw an animation player at the given time. public void DrawAnimationPlayer(AnimationPlayer animationPlayer, int imageVariant, float time, Vector2F position, DepthLayer depth, Vector2F depthOrigin) { if (animationPlayer.Sprite != null) DrawSprite(animationPlayer.Sprite, imageVariant, position, depth, depthOrigin); else if (animationPlayer.SubStrip != null) DrawAnimation(animationPlayer.SubStrip, imageVariant, time, position, depth, depthOrigin); }
//----------------------------------------------------------------------------- // Entity Drawing Functions (with variants, with depth origin) //----------------------------------------------------------------------------- // Draw an animation player. public void DrawAnimationPlayer(AnimationPlayer animationPlayer, int imageVariant, Vector2F position, DepthLayer depth, Vector2F depthOrigin) { DrawAnimationPlayer(animationPlayer, imageVariant, animationPlayer.PlaybackTime, position, depth, depthOrigin); }
//----------------------------------------------------------------------------- // Entity Drawing Functions (no variants, with depth origin) //----------------------------------------------------------------------------- // Draw an animation player. public void DrawAnimationPlayer(AnimationPlayer animationPlayer, Vector2F position, DepthLayer depth, Vector2F depthOrigin) { DrawAnimationPlayer(animationPlayer, 0, position, depth, depthOrigin); }
// Draw an animation player at the given playback time. public void DrawAnimationPlayer(AnimationPlayer animationPlayer, int imageVariant, float time, Vector2F position, DepthLayer depth) { DrawAnimationPlayer(animationPlayer, imageVariant, time, position, depth, Vector2F.Zero); }
//----------------------------------------------------------------------------- // Entity Drawing Functions (no variants, no depth origin) //----------------------------------------------------------------------------- // Draw an animation player. public void DrawAnimationPlayer(AnimationPlayer animationPlayer, Vector2F position, DepthLayer depth) { DrawAnimationPlayer(animationPlayer, 0, position, depth, Vector2F.Zero); }