protected AI(string name, Texture tex, int width, int height, int tilesPerRow, int[] keyFrames, float frameLength, bool show, bool stop) : base(name) { Renderer = new AnimationRenderer(tex, width, height, tilesPerRow, keyFrames, frameLength, show, stop); Renderer.RenderOffset = (int)RenderLayer.AI; AddComponent(Renderer); this.Layer = (uint)CollisionLayer.Enemy; patrolState = new PatrolState(this); chaseState = new ChaseState(this); patrolState.Next = chaseState; chaseState.Next = patrolState; BoxCollider2D collider = new BoxCollider2D(new Vector2(1, 1)); collider.CollisionEnter += OnCollisionEnter; AddComponent(collider); Rigidbody2D rigidBody = new Rigidbody2D(); rigidBody.IsGravityAffected = false; AddComponent(rigidBody); AddComponent(new BoxCollider2DRenderer(new Vector4(1f, 0f, 0f, 0f))); patrolState.OnStateEnter(); AddComponent(new FSMUpdater(patrolState)); }
public Ghost(int life, GameObject target, float range = 120) { //Animation render renderer = AddComponent(new AnimationRenderer(FlyWeight.Get("Ghost"), 32, 32, 4, new[] { 0, 1, 2, 3 }, 0.1f, false, true)); renderer.RenderOffset = (int)RenderLayer.Player; AddComponent(new SwitchAnimation(target, range, true)); renderer.Sprite.pivot = new Vector2(renderer.Sprite.Width / 2, renderer.Sprite.Height / 2); //Collider box = new BoxCollider2D(Vector2.One); AddComponent(box); //Behaviours AddComponent(new Rotator(target, range)); AddComponent(new Blower(target.GetComponent <Blowable>(), range, 3)); //Input input = AddComponent(new InputMove()); input.Speed = 90.0f; //Rollback rollBack = AddComponent(new RollBack()); rollBack.box = this.box; //Lifes // lifes = AddComponent(new Lifes(life, target, this)); }
public Explosion() : base("Explosion") { this.Layer = (uint)CollisionLayer.Explosion; anim = new AnimationRenderer(FlyWeight.Get("Explosion"), 100, 100, 9, new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 56, 57, 58, 59, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75 }, 0.018f, true, false); BoxCollider = new BoxCollider2D(new Vector2(1f, 1f)); BoxCollider.CollisionMode = CollisionMode.Trigger; BoxCollider.TriggerEnter += OnTriggerEnter; AddComponent(BoxCollider); AddComponent(new BoxCollider2DRenderer(new Vector4(1f, -1f, -1f, 0f))); AddComponent(anim); }
public BigNaruto(float moveAmount, Vector2 position) { MoveAmount = moveAmount; keyboard = new KeyboardInput(); var animations = CreateNarutaoAnimations(); animations.Color = Color.Red; animatedSprite = AddComponent(animations); var collider = AddComponent(new Collider(animatedSprite, true, true, Color.Purple)); //AddComponent(new PhysicsComponent(BodyType.Dynamic, collider, mass: 10, friction: 0.2f)); ; AddComponent <SlimPhysics>(); Transform.Scale = 0.6f.ToVector2(); collider.OnTrigger += Collider_OnCollide; Transform.MoveTo(position); HorizontalPosition = Transform.X; AddComponent( new Tween(TweenMode.Loop, () => HorizontalPosition, v => HorizontalPosition = v, HorizontalPosition + MoveAmount, EaseFunction.Linear, 1000)); }
private void Start() { //prepare character sprites _playerObject = GameObject.Find("/player"); _charAnimator = gameObject.AddComponent <AnimationRenderer>(); InitializeCharacterRenderers(_charAnimator); //set defaults _animationManager = new AnimationManager(); _newAction = new IdleAction(); _lastDirection = DirectionType.Down; }
public AnimationForm() { InitializeComponent(); playbackTimer = new Timer(); playbackTimer.Interval = 33; playbackTimer.Tick += PlaybackTimer_Tick; renderer = new AnimationRenderer(); InitGL(); }
//AUDIO public void Render(RenderWindow window) { //HANDLE EVENTS window.KeyPressed += HandleInput; window.MouseButtonPressed += HandleMouseButtonInput; window.MouseMoved += HandleMouseInput; Renderer.Render(window, objects); UIRenderer.RenderButtons(window, buttons); AnimationRenderer.Render(animations, window); TextRenderer.Render(text, window); }
void InitializeCharacterRenderers(AnimationRenderer charAnimator) { Dictionary <string, SpriteRenderer> spriteRenderers = new Dictionary <string, SpriteRenderer>(); foreach (string blockKey in DNABlockType.GetTypeList()) { GameObject blockObject = new GameObject(blockKey); blockObject.transform.parent = _playerObject.transform; spriteRenderers[blockKey] = blockObject.AddComponent <SpriteRenderer>(); } charAnimator.InitializeSpriteRenderers(spriteRenderers); }
// na początku działania gry public override void Create() { // paleta domyślna Engine.SetPalette(Palettes.Default); Console.Title = "Rex -1"; // docelowy framerate TargetFramerate = 30; // ładowanie rendererów modelRenderer = new ModelRenderer(Engine); spriteRenderer = new SpriteRenderer(Engine); levelManager = new LevelManager(); animationRenderer = new AnimationRenderer(Engine); // inicjalizacja podstawowych elementow #if DEBUG PlayerManager.Instance.IsMusicEnabled = false; #else PlayerManager.Instance.IsMusicEnabled = true; #endif // ładowanie poziomów i ekranów levelManager.Add(new Levels.MainScreen()); levelManager.Add(new Levels.Intro()); levelManager.Add(new Levels.One()); levelManager.Add(new Levels.Two()); levelManager.Add(new Levels.Three()); levelManager.Add(new Levels.Four()); levelManager.Add(new Levels.Five()); levelManager.Add(new Levels.YouWin()); levelManager.Add(new Levels.YouLose()); levelManager.GameOverLose = 8; levelManager.GameOverWin = 7; levelManager.Intro = 1; levelManager.Welcome = 0; // inicjalizacja podstawowych rzeczy w poziomach // i ladowanie do pamięci wszystkiego levelManager.Initialize(Engine, modelRenderer, spriteRenderer, animationRenderer); // przejście do pierwszego poziomu, ekranu powitalnego #if !DEBUG levelManager.GoTo(levelManager.Welcome); #else levelManager.GoTo(levelManager.Welcome); #endif }
private void InitializeCharacterRenderers(AnimationRenderer charAnimator) { var spriteRenderers = new Dictionary <string, SpriteRenderer>(); foreach (var blockKey in DNABlockType.TypeList) { GameObject blockObject = new GameObject(blockKey); blockObject.transform.parent = _playerObject.transform; blockObject.transform.position += Vector3.right * 3; blockObject.transform.localScale = new Vector3(6, 6, 6); spriteRenderers[blockKey] = blockObject.AddComponent <SpriteRenderer>(); } charAnimator.InitializeSpriteRenderers(spriteRenderers); }
private void Initialize2() { _animationRenderer = new AnimationRenderer(_game, _bodyMesh, _bodyAvatar, _bodyBoneList, _headMesh, _headAvatar, _headBoneList, _animation); _bodyBoneDebugger = new BoneDebugger(_bodyBoneList, _simpleColorProgram) { Color = new Vector4(1, 0, 0, 0.5f) }; _headBoneDebugger = new BoneDebugger(_headBoneList, _simpleColorProgram) { Color = new Vector4(0, 1, 0, 0.5f) }; _animationRenderer.Enabled = false; _axesDebugger = new AxesDebugger(_simpleColorProgram); }
public virtual void Start() { #if DEBUG PlayerManager.Instance.Shield = 1; #endif AnimationRenderer.Clear(); ModelRenderer.CameraPosition = ModelRenderer.StartingCameraPosition; ModelRenderer.CameraRotation = 0.0f; proximity = new BorderedTextAnimation() { Color = 4, BackgroundColor = 0, Speed = 5, Text = "PROXIMITY ALERT", IsCentered = true }; proximity.IsPaused = true; AnimationRenderer.Add(proximity); overheat = new BorderedTextAnimation() { Color = 4, BackgroundColor = 0, Speed = 2, Text = "OVERHEAT", Origin = new Point(98, 57) }; AnimationRenderer.Add(overheat); lowenergy = new BorderedTextAnimation() { Color = 4, BackgroundColor = 0, Speed = 10, Text = "LOW ENERGY", Origin = new Point(63, 57) }; AnimationRenderer.Add(lowenergy); lowshield = new BorderedTextAnimation() { Color = 4, BackgroundColor = 0, Speed = 10, Text = "LOW SHIELD", Origin = new Point(28, 57) }; AnimationRenderer.Add(lowshield); isStarting = true; startingTimer.Reset(); if (UseStartingAnimation) { PlayAnimation(new StartingAnimation() { Speed = 4, ForegroundColor = 7, BackgroundColor = 0, Character = ConsoleCharacter.Dark }); } }
public Bomb() : base("Bomb") { this.Layer = (uint)CollisionLayer.Bombs; collider = new BoxCollider2D(Vector2.One); //collider.CollisionMode = CollisionMode.Collision; //collider.CollisionEnter += OnCollisionEnter; collider.CollisionMode = CollisionMode.Trigger; collider.TriggerExit += OnTriggerExit; colliders = new List <BoxCollider2D>(); AddComponent(collider); AddComponent(new BoxCollider2DRenderer(Vector4.Zero)); locations = new List <Vector2>(); renderer = new AnimationRenderer(FlyWeight.Get("Bomb"), 50, 50, 3, new int[] { 0, 1, 2, 1 }, 0.2f, true, false); AddComponent(renderer); #region FSM wait = new StateWait(this); explode = new StateExplode(this); explode.Next = wait; wait.Next = explode; wait.OnStateEnter(); AddComponent(new FSMUpdater(wait)); #endregion for (int i = 0; i < bigExplosion; i++) { Explosion toAdd = Pool <Explosion> .GetInstance(x => x.Active = false); explosionList.Add(toAdd); } // ChooseBomb(); }
public virtual void Render() { ModelRenderer.Render(); AnimationRenderer.Render(); }
protected void PlayAnimation(Animation anim) { anim.IsPaused = false; AnimationRenderer.Add(anim); }
public Candle() { renderer = AddComponent(new AnimationRenderer(FlyWeight.Get("Candle"), 32, 32, 3, new[] { 1, 0, 1, 2, 0 }, 0.5f, false, true)); renderer.Sprite.pivot = new Vector2(renderer.Sprite.Width / 2, renderer.Sprite.Height / 2); }
public void Initialize(ConsoleEngine engine, ModelRenderer modelRenderer, SpriteRenderer spriteRenderer, AnimationRenderer animationRenderer) { foreach (var item in levels) { item.Engine = engine; item.ModelRenderer = modelRenderer; item.SpriteRenderer = spriteRenderer; item.AnimationRenderer = animationRenderer; item.LevelManager = this; item.Create(); } }
public void Start() { renderer = Owner.GetComponent <AnimationRenderer>(); }