public BackGround() { SpriteComponent spriteComponent = new SpriteComponent(this); spriteComponent.Image = Resources.BackGroundStar2; AddComponent(spriteComponent); // 화면 내리는 효과를 주기 위한 컴포넌트 ScrollingComponent scrolling = new ScrollingComponent(this); scrolling.ScrollY = true; scrolling.Speed = 150; AddComponent(scrolling); // 애니메이션 컴포넌트 AnimationSprite animationSprite = new AnimationSprite(this); animationSprite.ImageList.Add(Resources.BackGroundStar1); animationSprite.ImageList.Add(Resources.BackGroundStar2); animationSprite.ImageList.Add(Resources.BackGroundStar3); animationSprite.ImageChangeInterval = 0.2f; AddComponent(animationSprite); AddComponent(new BackGroundRePos(this)); }
public void WinHandler(int startrow, int startcol, int winner) { if (!win) { RemoveColor(); win = true; if (winner == -1) { indicator[0].color = 0xffa0ffa0; wincells.Add(indicator[0]); indicator[1].color = 0xffa0ffa0; wincells.Add(indicator[1]); } else { indicator[2].color = 0xffa0ffa0; wincells.Add(indicator[2]); indicator[3].color = 0xffa0ffa0; wincells.Add(indicator[3]); } } AnimationSprite wincell = cell [startrow, startcol]; wincell.color = 0xffa0ffa0; // light green wincells.Add(wincell); }
public UIInstructor(Vector2 headPosition, float[] headWidth, float[] headHeight, Vector2 scale, OriginType originType, List <AnimationFrame>[] frames, TimeSpan updateTime, ElementReference[] head, ElementReference[] body, Vector2[] speeds, bool isStan = false) { this.scale = scale; this.frames = frames; this.speeds = speeds; this.headWidths = headWidth; this.headHeights = headHeight; if (isStan) { offSet = 10; xOffSet = 0; } else { offSet = 12; xOffSet = 0; } for (int i = 0; i < frames.Length; i++) { Head[i] = new Sprite(headPosition, (int)headWidth[i], (int)headHeight[i], scale, Rectangle.Empty, originType) { Element = head[i] }; var currHead = Head[i]; Body[i] = new AnimationSprite(new Vector2(currHead.Position.X + xOffSet, currHead.Position.Y + currHead.ScaledHeight / 2 + frames[i][0].SourceRectangle.Height * scale.Y / 2 - offSet), scale, updateTime, frames[i], originType) { Element = body[i] }; } runner.Start(); }
public OthelloView(OthelloBoard myboard, int centerx = 300, int centery = 300, int targetwidth = 480) { _myboard = myboard; // prepare graphics: cell = new AnimationSprite[myboard._height, myboard._width]; for (int row = 0; row < _myboard._height; row++) { for (int col = 0; col < _myboard._width; col++) { AnimationSprite newcell = new AnimationSprite("../../assets/tileset.png", 3, 1); newcell.x = col * newcell.width; newcell.y = row * newcell.width; AddChild(newcell); newcell.SetFrame((_myboard[row, col] + 3) % 3); cell [row, col] = newcell; } } float realwidth = cell [0, 0].width * _myboard._width; scaleX = targetwidth / realwidth; scaleY = targetwidth / realwidth; x = centerx - targetwidth / 2; y = centery - targetwidth / 2; // assuming that we have a square board // set callbacks: _myboard.OnCellChange += CellChangeHandler; _myboard.OnMark += MarkHandler; //_myboard.OnWin += WinHandler; wincells = new List <AnimationSprite> (); }
public void MarkHandler(int row, int col) { AnimationSprite Markedcell = cell [row, col]; Markedcell.color = 0xffa0ffa0; // light green MarkedList.Add(Markedcell); }
public ConnectFourView(ConnectFourBoard myboard, int centerx = 300, int centery = 300, int targetwidth = 480) { _myboard = myboard; // prepare graphics: cell = new AnimationSprite[myboard._height, myboard._width]; for (int row = 0; row < _myboard._height; row++) { for (int col = 0; col < _myboard._width; col++) { AnimationSprite newcell = new AnimationSprite("../../assets/tileset.png", 3, 1); newcell.x = col * newcell.width; newcell.y = row * newcell.width; AddChild(newcell); cell [row, col] = newcell; } } float realwidth = cell [0, 0].width * _myboard._width; scaleX = targetwidth / realwidth; scaleY = targetwidth / realwidth; x = centerx - targetwidth / 2; y = centery - targetwidth / 2; // assuming #rows<=#columns // set callbacks: _myboard.OnCellChange += CellChangeHandler; _myboard.OnWin += WinHandler; wincells = new List <AnimationSprite> (); }
void Update() { AnimationSprite aniPlay = transform.GetComponent <AnimationSprite>(); if (Input.GetKey(KeyCode.D)) { aniPlay.Animate(8, 2, 0, 0, 16, 12); } }
public void WinHandler(int startrow, int startcol, int rowdir, int coldir, int length) { RemoveColor(); for (int i = 0; i < length; i++) { AnimationSprite wincell = cell [startrow + rowdir * i, startcol + coldir * i]; wincell.color = 0xffa0ffa0; // light green wincells.Add(wincell); } }
public Unit(string path, int cols, int rows, int frames = -1, bool keepInChache = false, bool addCollider = true) : base("playerHitBox.png") { alpha = 0.0f; SetOrigin(width / 2, height); SetXY(game.width / 2, game.height / 2); animationSprite = new AnimationSprite(path, cols, rows, -1, false, false); animationSprite.SetOrigin(animationSprite.width / 2, animationSprite.height); AddChild(animationSprite); }
public HexView(HexBoard myboard, int centerx = 300, int centery = 300, int targetwidth = 480) { _myboard = myboard; // prepare graphics: cell = new AnimationSprite[myboard._height, myboard._width]; for (int row = 0; row < _myboard._height; row++) { for (int col = 0; col < _myboard._width; col++) { AnimationSprite newcell = new AnimationSprite("../../assets/tileset.png", 3, 1); newcell.x = (col + 0.5f * row) * newcell.width; newcell.y = row * newcell.width; AddChild(newcell); cell [row, col] = newcell; } } float stdwidth = cell [0, 0].width; float realwidth = stdwidth * (_myboard._width) * 1.5f; scaleX = targetwidth / realwidth; scaleY = targetwidth / realwidth; x = centerx - targetwidth / 2; y = centery - targetwidth / 3; // assuming that we have a square board indicator = new AnimationSprite[4]; for (int i = 0; i < 4; i++) { indicator[i] = new AnimationSprite("../../assets/tileset.png", 3, 1); AddChild(indicator[i]); } indicator[0].x = 0; indicator[0].y = stdwidth * myboard._height / 2f; indicator[0].SetFrame(2); indicator[1].x = (myboard._width - 1) * stdwidth * 1.5f; indicator[1].y = stdwidth * (myboard._height - 2) / 2f; indicator[1].SetFrame(2); indicator[2].x = realwidth / 2 - 2.5f * stdwidth; indicator[2].y = -stdwidth * 1.5f; indicator[2].SetFrame(1); indicator[3].x = realwidth / 2 + stdwidth; indicator[3].y = realwidth * 2 / 3 + stdwidth * 0.5f; indicator[3].SetFrame(1); // set callbacks: _myboard.OnCellChange += CellChangeHandler; _myboard.OnHexWin += WinHandler; wincells = new List <AnimationSprite> (); }
public Enemy03() { Vec2D point = new Vec2D(-50, -50); transform.position = point; Tag = "Enemy"; SpriteComponent spriteComponent = new SpriteComponent(this); spriteComponent.Image = Resources.Enemy_03_01; AddComponent(spriteComponent); AnimationSprite animationSprite = new AnimationSprite(this); animationSprite.ImageList.Add(Resources.Enemy_03_01); animationSprite.ImageList.Add(Resources.Enemy_03_02); AddComponent(animationSprite); BoxCollider boxCollider = new BoxCollider(this); Size boxSize = spriteComponent.Image.Size; boxSize.Width -= 5; boxSize.Height -= 5; boxCollider.Size = boxSize; AddComponent(boxCollider); HealthSystem healthSystem = new HealthSystem(this); healthSystem.Health = 3; AddComponent(healthSystem); DamageSystem damageSystem = new DamageSystem(this); damageSystem.HitAbleTag = "Player"; AddComponent(damageSystem); BezierCurveMove bezierCurveMove = new BezierCurveMove(this); AddComponent(bezierCurveMove); EnemyBulletShooter enemyBulletShooter = new EnemyBulletShooter(this); enemyBulletShooter.ShootMinRotation = 177; enemyBulletShooter.ShootMaxRotation = 183; enemyBulletShooter.FireRate = 2f; enemyBulletShooter.FireProbability = 50; AddComponent(enemyBulletShooter); }
public Player() { Vec2D point = new Vec2D(100, 200); transform.position = point; Tag = "Player"; SpriteComponent spriteComponent = new SpriteComponent(this); spriteComponent.Image = Resources.player_1; AddComponent(spriteComponent); AnimationSprite animationSprite = new AnimationSprite(this); animationSprite.ImageList.Add(Resources.player_die_01); animationSprite.ImageList.Add(Resources.player_die_02); animationSprite.ImageList.Add(Resources.player_die_03); animationSprite.ImageList.Add(Resources.player_die_04); animationSprite.Enabled = false; animationSprite.SpriteComponent = spriteComponent; animationSprite.ImageChangeInterval = 0.1f; AddComponent(animationSprite); BoxCollider boxCollider = new BoxCollider(this); Size boxSize = spriteComponent.Image.Size; boxSize.Width -= 5; boxSize.Height -= 5; boxCollider.Size = boxSize; AddComponent(boxCollider); HealthSystem healthSystem = new HealthSystem(this); healthSystem.MaxHealth = 1; AddComponent(healthSystem); AddComponent(new InputComponent(this)); AddComponent(new BulletShooter(this)); TargetScrolling scrolling = new TargetScrolling(this); scrolling.Speed = 100; scrolling.Enabled = false; AddComponent(scrolling); }
internal void StopAnimSocial(AnimationSprite animationSprite) { AnimationSprite people = null; var dis = float.MaxValue; foreach (var item in ListPeopleRemoteAnim) { if (Vector3.Distance(item.transform.localPosition, animationSprite.transform.localPosition) < dis) { dis = Vector3.Distance(item.transform.localPosition, animationSprite.transform.localPosition); people = item; } } people.gameObject.SetActive(true); StartCoroutine(CloseSocial(people, animationSprite)); }
public TiledView(int pColumns, int pRows, int pTileSize, TileType pDefaultTileType) { Debug.Assert(pColumns > 0, "Invalid amount of columns passed in: " + pColumns); Debug.Assert(pRows > 0, "Invalid amount of rows passed in: " + pRows); Debug.Assert(pDefaultTileType != null, "Invalid default tile type passed in:" + pDefaultTileType); columns = pColumns; rows = pRows; _defaultTileType = pDefaultTileType; //we use a single sprite to render the whole tileview _tileSet = new AnimationSprite("../../assets/tileset.png", 3, 1); _tileSet.width = _tileSet.height = pTileSize; initializeTiles(); }
void Start() { playerLayerMask = LayerMask.NameToLayer("Player"); platformLayerMask = LayerMask.NameToLayer("Platforms"); //groundLayerMask = LayerMask.NameToLayer("Ground"); controller = GetComponent <CharacterController>(); controller.center = new Vector3(0, centerY, 0); graphics.transform.localScale = new Vector3(scaleX, scaleY, 0.1f); //transform.localScale = new Vector3(scaleX, scaleY, 0.1f); sprite = GetComponent <AnimationSprite>(); sprite.AnimateSprite(4, 4, 0, 0, 14, 24); //playerSoundScript = GetComponent<PlayerSound>(); playerProperties = GetComponent <PlayerProperties>(); }
void Start() { enableToShoot = true; progressiveColor = renderer.material.color; foreach (Transform item in transform) { gunTransform = item; gunTransform.localPosition = new Vector3(0, -0.75f, 0); } scriptAliensGroup = transform.parent.GetComponent<AliensGroup>(); sprite = GetComponent<AnimationSprite>(); prefabAmmo = (GameObject)Resources.Load("Ammo"); prefabSparks = (GameObject)Resources.Load("Little Sparks"); materialExplosion = (Material)Resources.Load("explosion"); sideBar = GameObject.Find("Side Bar"); }
void Start() { enableToShoot = true; progressiveColor = renderer.material.color; foreach (Transform item in transform) { gunTransform = item; gunTransform.localPosition = new Vector3(0, -0.75f, 0); } scriptAliensGroup = transform.parent.GetComponent <AliensGroup>(); sprite = GetComponent <AnimationSprite>(); prefabAmmo = (GameObject)Resources.Load("Ammo"); prefabSparks = (GameObject)Resources.Load("Little Sparks"); materialExplosion = (Material)Resources.Load("explosion"); sideBar = GameObject.Find("Side Bar"); }
void LoadTileLayer(int index) { if (map.Layers.Length <= index) { return; } uint[,] tiles = map.Layers[index].GetTileArrayRaw(); for (int c = 0; c < tiles.GetLength(0); c++) { for (int r = 0; r < tiles.GetLength(1); r++) { if (tiles[c, r] == 0) { continue; } uint rawTileInfo = tiles[c, r]; int frame = TiledUtils.GetTileFrame(rawTileInfo); TileSet tileSet = map.GetTileSet(frame); if (tileSet == null || tileSet.Image == null) { throw new Exception("The Tiled map contains unembedded tilesets (.tsx files) - please embed them in the map"); } AnimationSprite Tile = new AnimationSprite( Path.Combine(_foldername, tileSet.Image.FileName), tileSet.Columns, tileSet.Rows, -1, false, addColliders ); Tile.SetFrame(frame - tileSet.FirstGId); Tile.x = c * map.TileWidth; // Adapting to Tiled's weird and inconsistent conventions again: Tile.y = r * map.TileHeight - (Tile.height - map.TileHeight); ChangeOrigin(Tile, 0.5f, 0.5f); Tile.rotation = TiledUtils.GetRotation(rawTileInfo); Tile.Mirror(TiledUtils.GetMirrorX(rawTileInfo), false); ChangeOrigin(Tile, defaultOriginX, defaultOriginY, 0.5f, 0.5f); rootObject.AddChild(Tile); } } }
public Ball(int pRadius, AnimationSprite sprite, Vec2 position = null, Vec2 velocity = null, Vec2 acceleration = null) : base(pRadius * 2, pRadius * 2) { _spriteOverlay = sprite; _spriteOverlay.SetOrigin(_spriteOverlay.width / 2, _spriteOverlay.height / 2); AddChild(_spriteOverlay); radius = pRadius; Position = position; Velocity = velocity; Acceleration = acceleration; _ballColor = Color.FromArgb(0x000000); Draw(); if (Position != null) { x = Position.x; y = Position.y; } Step(); }
public Bomb(int i, int j, Rectangle rect, Rectangle leftLimit, Rectangle rightLimit, Rectangle topLimit, Rectangle bottomLimit, Point[] explosionLogicArea) { this.ExplosionArea = explosionLogicArea; this.i = i; this.j = j; canExplosionToTop = canExplosionToBottom = canExplosionToLeft = canExplosionToRight = true; explosionArea = new List <Rectangle>(); var unit = Global.Instance.GameUnit; var explosionOffset = unit / 2; explosionTexture = ResManager.Instance.Explosion; explosionLevelIncreaseTime = 25; explosionLevel = 1; countDownTime = 3000; this.state = BombState.CountDown; this.rect = rect; this.leftLimit = leftLimit; this.rightLimit = rightLimit; this.topLimit = topLimit; this.bottomLimit = bottomLimit; this.texture = ResManager.Instance.Bomb; sprite = new AnimationSprite(); sprite.Load(this.texture, this.texture.Width / 8, this.texture.Height, 8, 0); }
public Player(bool pInputEnabled = true) : base("player_base_sprite.png") { SetOriginToCenter(); objectsToCheck = new GameObject[0]; _inputEnabled = pInputEnabled; _inputEnabled = pInputEnabled; alpha = 0.0f; //Adjust a collider, based on a original image of 256x256 _customColliderBounds = new Rectangle(-95 * 0.5f * _scale, (-95 * 0.5f * _scale), 95 * _scale, 95 * _scale); _animation = new AnimationSprite("walking_animation.png", 8, 3, -1, false, false); AddChild(_animation); _animation.SetScaleXY(_scale, _scale); _animation.SetOriginToCenter(); _fog1 = new Sprite("fog.png", true, false); AddChild(_fog1); _fog1.x = -_fog1.width / 2; _fog1.y = -_fog1.height / 2; _fog2 = new AnimationSprite("anim_fog.png", 2, 1, -1, true, false); _fog1.scale = 10; AddChild(_fog2); _fog2.x = x + 1000; _deceleration = 0.9f; _currentSpeed = _walkSpeed; _rand = new Random(); _frame = 1; }
private void AddExplosion(Vector2 position, ExplosionType type) { AnimationSprite temp; switch (type) { case ExplosionType.Big: temp = new AnimationSprite(_explosionTextures[0],16); break; case ExplosionType.Medium: temp = new AnimationSprite(_explosionTextures[1], 16); break; case ExplosionType.Bullet: temp = new AnimationSprite(_explosionTextures[3], 16); break; case ExplosionType.BulletUfo: temp = new AnimationSprite(_explosionTextures[4], 16); break; default: temp = new AnimationSprite(_explosionTextures[2], 16); break; } temp.Position = position; temp.Rotation = _random.Next(-6, 6); temp.Create(); _explosions.Add(temp); }
protected override void OnNavigatedTo(NavigationEventArgs e) { // Set the sharing mode of the graphics device to turn on XNA rendering SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true); // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); // TODO: use this.content to load your game content here _barTex = _contentManager.Load<Texture2D>("Sprites/HealthBar2"); _healthBar = new HealthBar(_barTex); _energyBar = new HealthBar(_barTex); _aidkitTexture = _contentManager.Load<Texture2D>("Sprites/aidkit"); _ship = new AnimationSprite(_contentManager.Load<Texture2D>("Sprites/rocket"), 32) { Position = new Vector2(_screenWidth/2, _screenHeight/2) }; _ship.Life = LifeAmount; _ship.Energy = EnergyAmount; _ship.Create(); _healthBar.Min = 0; _healthBar.Max = _ship.Life; _healthBar.Value = _ship.Life; _energyBar.Min = 0; _energyBar.Max = _ship.Energy; _energyBar.Value = _ship.Energy; _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionBig")); _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionMedium")); _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionSmall")); _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionBullet")); _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionBulletUfo")); _ufo = new AnimationSprite(_contentManager.Load<Texture2D>("Sprites/ufo"),10); _bullet = new Sprite(_contentManager.Load<Texture2D>("Sprites/bullet")); _ufobullet = new Sprite(_contentManager.Load<Texture2D>("Sprites/ufobullet")); _specialBulletTexture = _contentManager.Load<Texture2D>("Sprites/specialbullet"); for (int i = 1; i < 4; i++) _asteroidTextures.Add( _contentManager.Load<Texture2D>("Sprites/large" + i)); for (int i = 1; i < 4; i++) _asteroidTextures.Add( _contentManager.Load<Texture2D>("Sprites/medium" + i)); for (int i = 1; i < 4; i++) _asteroidTextures.Add( _contentManager.Load<Texture2D>("Sprites/small" + i)); _myFont = _contentManager.Load<SpriteFont>("Sprites/font01"); _myFont2 = _contentManager.Load<SpriteFont>("Sprites/font02"); _control = _contentManager.Load<Texture2D>("Sprites/control"); _backgroundTexture = _contentManager.Load<Texture2D>("Sprites/BG"); // Start the timer _timer.Start(); base.OnNavigatedTo(e); }
//-------------------------------------------------------------------------------------------- // REGION: private methods (for reading single layers from the Tiled file). //-------------------------------------------------------------------------------------------- void LoadObjectGroup(int index, bool autoInstance = false) { if (map.ObjectGroups.Length <= index) { return; } ObjectGroup group = map.ObjectGroups[index]; if (group.Objects == null) { return; } foreach (TiledObject obj in group.Objects) { obj.Initialize(); Sprite newSprite = null; if (_manualObjects.Contains(obj.Type)) { // Don't create an object, just fire the event and let the user create something. //Console.WriteLine("Skipping object because type is in manual list: "+obj); } else if (obj.ImageID >= 0) // Create an AnimationSprite { TileSet tileSet = map.GetTileSet(obj.ImageID); if (tileSet == null || tileSet.Image == null) { throw new Exception("The Tiled map contains unembedded tilesets (.tsx files) - please embed them in the map"); } int frame = obj.ImageID - tileSet.FirstGId; //Console.WriteLine("Creating image object: "+obj); AnimationSprite anim = null; if (autoInstance && obj.Type != null) { try { anim = (AnimationSprite)Activator.CreateInstance(Type.GetType(obj.Type), new object[] { Path.Combine(_foldername, tileSet.Image.FileName), tileSet.Columns, tileSet.Rows, obj }); } catch (Exception error) { Console.WriteLine("Couldn't automatically create an AnimationSprite object from the Tiled (image) object with ID {0} and type {1}.\n Error: {2}", obj.ID, obj.Type, error.Message); } } if (anim == null) { anim = new AnimationSprite(Path.Combine(_foldername, tileSet.Image.FileName), tileSet.Columns, tileSet.Rows, -1, false, addColliders); } anim.Mirror(obj.MirrorX, obj.MirrorY); anim.SetFrame(frame); newSprite = anim; } else if (obj.textField != null) { //Console.WriteLine("Creating text object: "+obj); EasyDraw message = CreateTextField(obj, addColliders, highQualityText); DrawText(message, obj.textField.text); newSprite = message; } else { //Console.WriteLine("Skipping non-graphical object: "+obj); if (autoInstance && obj.Type != "") { try { newSprite = (Sprite)Activator.CreateInstance(Type.GetType(obj.Type), new object[] { obj }); } catch (Exception error) { Console.WriteLine("Couldn't automatically create a sprite object from the Tiled (shape) object with ID {0} and type {1}.\n Error: {2}", obj.ID, obj.Type, error.Message); } } } if (newSprite != null) { SetPositionRotationScaleOrigin(newSprite, obj, defaultOriginX, defaultOriginY); rootObject.AddChild(newSprite); } if (OnObjectCreated != null) { OnObjectCreated(newSprite, obj); } } }
public PentagoView(PentagoBoard myboard, int centerx = 300, int centery = 300, int targetwidth = 480) { _myboard = myboard; // prepare graphics: cell = new AnimationSprite[myboard._height, myboard._width]; for (int row = 0; row < _myboard._height; row++) { for (int col = 0; col < _myboard._width; col++) { AnimationSprite newcell = new AnimationSprite("../../assets/tileset.png", 3, 1); newcell.x = col * newcell.width; newcell.y = row * newcell.width; AddChild(newcell); cell [row, col] = newcell; } } float stdwidth = cell[0, 0].width; arrow = new AnimationSprite[8]; for (int i = 0; i < 8; i++) { arrow [i] = new AnimationSprite("../../assets/arrow-sprite.png", 2, 2); AddChild(arrow [i]); arrow [i].SetScaleXY(stdwidth / arrow[i].width, stdwidth / arrow[i].width); arrow [i].color = 0xff000000; } /* * 0 TL CW * 1 BL CW * 2 TR CW * 3 BR CW * 4 TL ACW * 5 BL ACW * 6 TR ACW * 7 BR ACW */ arrow [0].x = stdwidth * 1; arrow [0].y = stdwidth * -1; arrow [0].SetFrame(1); arrow [1].x = stdwidth * -1; arrow [1].y = stdwidth * 4; arrow [1].SetFrame(2); arrow [2].x = stdwidth * 6; arrow [2].y = stdwidth * 1; arrow [2].SetFrame(3); arrow [3].x = stdwidth * 4; arrow [3].y = stdwidth * 6; arrow [3].SetFrame(0); arrow [4].x = stdwidth * -1; arrow [4].y = stdwidth * 1; arrow [4].SetFrame(3); arrow [5].x = stdwidth * 1; arrow [5].y = stdwidth * 6; arrow [5].SetFrame(1); arrow [6].x = stdwidth * 4; arrow [6].y = stdwidth * -1; arrow [6].SetFrame(0); arrow [7].x = stdwidth * 6; arrow [7].y = stdwidth * 4; arrow [7].SetFrame(2); float realwidth = stdwidth * 8; scaleX = targetwidth / realwidth; scaleY = targetwidth / realwidth; x = centerx - targetwidth / 2 + scaleX * stdwidth; y = centery - targetwidth / 2 + scaleX * stdwidth; // set callbacks: _myboard.OnCellChange += CellChangeHandler; _myboard.OnWin += WinHandler; wincells = new List <AnimationSprite> (); }
public void animateState(AnimationSprite animator) { int[] variables = AnimationVars.variables[ID]; animator.animateSprite(variables[0],variables[1],variables[2],variables[3],variables[4],variables[5]); }
void Start() { sceneManager = GameObject.Find("SceneManager").GetComponent<SceneManager>(); animation= GetComponent<AnimationSprite>(); fsm = new PlayerFSM(); }
public BoardGame() : base(800, 600, false, true) { AddChild(new Sprite("../../assets/wood.jpg")); Player [0] = new Human("Human"); Player [1] = new RandomPlayer("Random"); Player [2] = new RandomPlayer("Random+", true); Player [3] = new Greedy("Greedy"); Player [4] = new MonteCarlo("Carlo20", 20, true); Player [5] = new MonteCarlo("Carlo200", 200, true); Player [6] = new MiniMax("MiMax3", 3, true); Player [7] = new MiniMax("MiMaxFull", -1, true); Player [8] = new MiniCarlo("MiniCarlo", 2, 200); Player [9] = new AgentMain.Alpha("Alpha"); startingplayer = -1; state = GameState.Menu; gameChoiceButton = new OptionButton(190, 30, 600, 15, new string[] { "Tic Tac Toe", "Tic Tac 5", "Connect Four", "Pentago", "Gomoku 9x9", "Domineering 7x7", "Domineering 9x9", "Othello", "Hex 7x7", "Hex 10x10" }); // , "Gomoku 15x15" AddChild(gameChoiceButton); gameChoiceButton.OnButtonClick += RegisterBoardChoice; matchSize = new OptionButton(190, 30, 600, 55, new string[] { "Best of 1", "Best of 2", "Best of 3", "Best of 4", "Best of 5", "Best of 6" }); AddChild(matchSize); gameLength = new OptionButton(190, 30, 600, 95, new string[] { "1 minute", "2 minutes", "5 minutes", "9 minutes", "No timer" }); AddChild(gameLength); autoPlay = new OptionButton(190, 30, 600, 560, new string[] { "Autoplay off", "Autoplay on" }); AddChild(autoPlay); compareAIButton = new OptionButton(190, 30, 600, 520, new string[] { "Normal Games", "Compare AI" }); AddChild(compareAIButton); playerSelect = new OptionButton[2]; playerIndicator = new AnimationSprite[2]; score = new Button[2]; clock = new StopWatch[2]; string[] playerNames = new string[Player.Length]; for (int i = 0; i < Player.Length; i++) { playerNames [i] = Player [i].name; } for (int p = 0; p < 2; p++) { playerSelect [p] = new OptionButton(100, 30, 130 + 240 * p, 15, playerNames); AddChild(playerSelect [p]); playerIndicator [p] = new AnimationSprite("../../assets/tileset.png", 3, 1); playerIndicator [p].SetFrame(2 - p); playerIndicator [p].SetScaleXY(0.3f, 0.3f); playerIndicator [p].SetXY(245 + 75 * p, 10); // assuming width=35? AddChild(playerIndicator [p]); score[p] = new Button(30, 30, 90 + 390 * p, 15, "0"); AddChild(score [p]); clock[p] = new StopWatch(60, 30, 20 + 500 * p, 15, 300000); clock[p].OnTimeOut += TimeOut; AddChild(clock [p]); } message = new Button(400, 30, 100, 560, "Choose game and press Start Match"); AddChild(message); startButton = new OptionButton(190, 30, 600, 200, new string[] { "Start New Match", "End Match" }); AddChild(startButton); startButton.OnButtonClick += StartButtonPress; }
public Level(int numberOfLevel, float pSoundVolume) : base() { levelSound = new Sound("level_music_v2.mp3", true, true); soundChannel = levelSound.Play(); soundChannel.Volume = pSoundVolume; _cursorIMG = new Sprite("HUD/cursor_PNG50.png"); scoreBoard = new Sprite("HUD/score_board.png"); fon = new Sprite("Level background hazy.png"); fonblack = new Sprite("blackpng.png"); AddChild(fon); level = numberOfLevel; thatlevel = this; magwf = new Sprite("magnet.png"); trampwf = new Sprite("trampoline.png"); shlfwf = new Sprite("shelfBig.png"); levelC = new LevelChanger("bucket.png"); _ball = new Ball(30, ballStartPos, thatlevel); crane = new AnimationSprite("spritesheet.png", 6, 1); magwf.SetXY(-500, -500); trampwf.SetXY(-500, -500); shlfwf.SetXY(-500, -500); levelC.SetXY(-500, -500); _lines = new List <NLineSegment>(); _tramps = new List <Trampoline>(); _magas = new List <Magnit>(); _shelves = new List <Shelf>(); _boxes = new List <Sprite>(); boardWothScore = new TextBoard(220, 200); boardWothScore.x += game.width / 2 - 110; boardWothScore.y += game.height - 175; scoreBoard.SetXY(game.width / 2 - scoreBoard.width / 2, game.height - scoreBoard.height); menuButton = new Sprite("HUD/exit.png"); menuButton.SetXY(game.width - menuButton.width * 1.5f, 15); _hud = new Constructor(); oldBallDistance = 0; LoadScene(level); //LoadScene(4); AddChild(shlfwf); AddChild(magwf); AddChild(trampwf); AddChild(scoreBoard); AddChild(boardWothScore); AddChild(menuButton); AddChild(levelC); AddChild(crane); AddChild(_hud); //AddChild(fonblack); _clickSound = new Sound("1.mp3"); crane.SetFrame(0); AddChild(_cursorIMG); //fonblack.alpha = 0.1f; }
private void DeadSpriteCreator() { _deadSprite = new AnimationSprite(UtilStrings.SpritesPlayer + "spritesheet_hero_death.png", 4, 2); _deadSprite.SetOrigin(_deadSprite.width/2, 24); _deadSprite.visible = false; }
public void CreateAnimLogo() { _animationLogo = new AnimationSprite("AnimationLogo.png", 23, 1); AddChild(_animationLogo); _animationLogo.SetXY(0, -50); }
private bool CheckShipCollision(AnimationSprite obj, int tolerance) { Vector2 position1 = obj.Position; Vector2 position2 = _ship.Position; //obliczanie przyprostkatnych float cathetus1 = Math.Abs(position1.X - position2.X); float cathetus2 = Math.Abs(position1.Y - position2.Y); cathetus1 *= cathetus1; cathetus2 *= cathetus2; _distance = (float)Math.Sqrt(cathetus1 + cathetus2); if ((int)_distance < _ship.Width + tolerance ) return true; return false; }
private bool CheckUfoCollision(AnimationSprite ufo, Sprite bullet, int tolerance) { Vector2 position1 = ufo.Position; Vector2 position2 = bullet.Position; float cathetus1 = Math.Abs(position1.X - position2.X); float cathetus2 = Math.Abs(position1.Y - position2.Y); cathetus1 *= cathetus1; cathetus2 *= cathetus2; _distance = (float)Math.Sqrt(cathetus1 + cathetus2); return (int)_distance < ufo.Width + tolerance; }
void Start() { playerLayerMask = LayerMask.NameToLayer("Player"); platformLayerMask = LayerMask.NameToLayer("Platforms"); //groundLayerMask = LayerMask.NameToLayer("Ground"); controller = GetComponent<CharacterController>(); controller.center = new Vector3(0, centerY, 0); graphics.transform.localScale = new Vector3(scaleX, scaleY, 0.1f); //transform.localScale = new Vector3(scaleX, scaleY, 0.1f); sprite = GetComponent<AnimationSprite>(); sprite.AnimateSprite(4, 4, 0, 0, 14, 24); //playerSoundScript = GetComponent<PlayerSound>(); playerProperties = GetComponent<PlayerProperties>(); }
void ResetBall(int sceneNumber) { _startSceneNumber = sceneNumber; _ball.LateDestroy(); crane.LateDestroy(); _hud.LateDestroy(); switch (sceneNumber) { case 1: // level one crane = new AnimationSprite("spritesheet.png", 6, 1); crane.SetFrame(0); crane.SetXY(185, 30); ballStartPos = new Vec2(290, 240); _ball = new Ball(30, ballStartPos, thatlevel); _hud = new Constructor(); AddChild(_hud); AddChild(_ball); AddChild(crane); break; case 2: // level two crane = new AnimationSprite("spritesheet.png", 6, 1); crane.SetFrame(0); crane.SetXY(785, 30); ballStartPos = new Vec2(890, 240); _ball = new Ball(30, ballStartPos, thatlevel); _hud = new Constructor(); AddChild(_hud); AddChild(_ball); AddChild(crane); break; case 3: // level tree crane = new AnimationSprite("spritesheet.png", 6, 1); crane.SetFrame(0); crane.SetXY(565, 30); ballStartPos = new Vec2(670, 240); _ball = new Ball(30, ballStartPos, thatlevel); _hud = new Constructor(); AddChild(_hud); AddChild(_ball); AddChild(crane); break; case 4: // level 4 crane = new AnimationSprite("spritesheet.png", 6, 1); crane.SetFrame(0); crane.SetXY(1395, 60); ballStartPos = new Vec2(1500, 270); _ball = new Ball(30, ballStartPos, thatlevel); _hud = new Constructor(); AddChild(_hud); AddChild(_ball); AddChild(crane); break; default: // break; } }
void Start() { animator = new AnimationSprite(10 /*tiles per row*/, 1 /*rowSize*/, 0 /*colFrameStart*/, 0 /*rowFrameStart*/, 10 /*total frames in all columns*/, 1 /*frames per second*/); }
IEnumerator CloseSocial(AnimationSprite people, AnimationSprite social) { yield return new WaitForSeconds(5); people.gameObject.SetActive(false); social.gameObject.SetActive(false); }
void Start() { animator = CreateAnimator(); }
private void SetBackground() { _background = new AnimationSprite(UtilStrings.SpritesBack + "background game.png", 7, 3); AddChild(_background); }
private IEnumerator OffAnim(AnimationSprite anim) { yield return new WaitForSeconds(RandomLogic.GetRandom(5, 9)); anim.gameObject.SetActive(false); }
void LoadScene(int sceneNumber) { _startSceneNumber = sceneNumber; isGameStarted = false; // remove previous scene: foreach (NLineSegment lineAng in _lines) { lineAng.Destroy(); } _lines.Clear(); foreach (Trampoline trampoline in _tramps) { trampoline.Destroy(); } _tramps.Clear(); foreach (Magnit maga in _magas) { maga.Destroy(); } _magas.Clear(); foreach (Shelf polka in _shelves) { polka.Destroy(); } _shelves.Clear(); foreach (Sprite korobka in _boxes) { korobka.Destroy(); } _boxes.Clear(); // boundary: AddTrampoline(new Vec2(213131, 12312312), new Vec2(12313123, 123131), 0); AddMagnete(new Vec2(12312, 123132), new Vec2(123123, 123123), 0); AddShelf(new Vec2(12312, 123132), new Vec2(123123, 123123), 0); levelC.LateDestroy(); _ball.LateDestroy(); _hud.LateDestroy(); crane.LateDestroy(); _cursorIMG.LateDestroy(); //fonblack.LateDestroy(); //scoreBoard.LateDestroy(); //boardWothScore.LateDestroy(); //menuButton.LateDestroy(); switch (sceneNumber) { case 1: // level two AddBox(new Vec2(-5, -5)); AddBox(new Vec2(-5, 125)); AddBox(new Vec2(-5, 255)); AddBox(new Vec2(-5, 385)); AddBox(new Vec2(-5, 515)); AddBox(new Vec2(-5, 645)); AddBox(new Vec2(-5, 775)); AddBox(new Vec2(-5, 905)); AddBox(new Vec2(-5, 1035)); //AddBox(new Vec2(game.width - 125, -5)); AddBox(new Vec2(1870, 125)); AddBox(new Vec2(1870, 255)); AddBox(new Vec2(1870, 385)); AddBox(new Vec2(1870, 515)); AddBox(new Vec2(1870, 645)); AddBox(new Vec2(1870, 775)); AddBox(new Vec2(1870, 905)); //AddBox(new Vec2(game.width - 125, 1035)); AddBox(new Vec2(120, -5)); AddBox(new Vec2(245, -5)); AddBox(new Vec2(370, -5)); AddBox(new Vec2(495, -5)); AddBox(new Vec2(620, -5)); AddBox(new Vec2(745, -5)); AddBox(new Vec2(870, -5)); AddBox(new Vec2(995, -5)); AddBox(new Vec2(1120, -5)); AddBox(new Vec2(1245, -5)); AddBox(new Vec2(1370, -5)); AddBox(new Vec2(1495, -5)); AddBox(new Vec2(1620, -5)); AddBox(new Vec2(1745, -5)); AddBox(new Vec2(1870, -5)); AddBox(new Vec2(120, 905)); AddBox(new Vec2(245, 905)); AddBox(new Vec2(370, 905)); AddBox(new Vec2(495, 905)); AddBox(new Vec2(620, 905)); AddBox(new Vec2(745, 905)); AddBox(new Vec2(870, 905)); AddBox(new Vec2(995, 905)); AddBox(new Vec2(1120, 905)); AddBox(new Vec2(1245, 905)); AddBox(new Vec2(1370, 905)); AddBox(new Vec2(1495, 905)); AddBox(new Vec2(1620, 905)); AddBox(new Vec2(1745, 905)); AddBox(new Vec2(1870, 905)); AddBox(new Vec2(120, 1035)); AddBox(new Vec2(245, 1035)); AddBox(new Vec2(370, 1035)); AddBox(new Vec2(495, 1035)); AddBox(new Vec2(620, 1035)); AddBox(new Vec2(745, 1035)); AddBox(new Vec2(870, 1035)); AddBox(new Vec2(995, 1035)); AddBox(new Vec2(1120, 1035)); AddBox(new Vec2(1245, 1035)); AddBox(new Vec2(1370, 1035)); AddBox(new Vec2(1495, 1035)); AddBox(new Vec2(1620, 1035)); AddBox(new Vec2(1745, 1035)); AddBox(new Vec2(1870, 1035)); AddLine(new Vec2(game.width - 50, game.height - 175), new Vec2(129, game.height - 175)); AddLine(new Vec2(129, game.height - 175), new Vec2(129, 134)); AddLine(new Vec2(129, 134), new Vec2(game.width - 50, 134)); AddLine(new Vec2(game.width - 50, 134), new Vec2(game.width - 50, game.height - 175)); //AddLine(new Vec2(1179, game.height / 2 - 100), new Vec2(800, game.height / 2 - 100)); //AddLine(new Vec2(800, game.height / 2 + 34), new Vec2(1179, game.height / 2 + 34)); //AddLine(new Vec2(800, game.height / 2 - 100), new Vec2(800, game.height / 2 + 34)); //AddLine(new Vec2(1179, game.height / 2 + 34), new Vec2(1179, game.height / 2 - 100)); _hud = new Constructor(); levelC = new LevelChanger("bucket.png"); levelC.SetXY(1750, 820); ballStartPos = new Vec2(290, 240); //crane = new AnimationSprite("spritesheet.png", 3, 2); crane = new AnimationSprite("spritesheet.png", 6, 1); crane.SetFrame(0); crane.SetXY(185, 30); _ball = new Ball(30, ballStartPos, thatlevel); AddChild(levelC); AddChild(_hud); AddChild(_ball); AddChild(crane); score = 1000; boardWothScore = new TextBoard(220, 200); boardWothScore.x += game.width / 2 - 110; boardWothScore.y += game.height - 175; scoreBoard.SetXY(game.width / 2 - scoreBoard.width / 2, game.height - scoreBoard.height); menuButton = new Sprite("HUD/exit.png"); menuButton.SetXY(game.width - menuButton.width * 1.5f, 15); AddChild(scoreBoard); AddChild(boardWothScore); AddChild(menuButton); _cursorIMG = new Sprite("HUD/cursor_PNG50.png"); AddChild(_cursorIMG); break; case 2: // level one AddBox(new Vec2(800, game.height / 2 - 100)); AddBox(new Vec2(925, game.height / 2 - 100)); AddBox(new Vec2(1050, game.height / 2 - 100)); AddLine(new Vec2(1179, game.height / 2 - 100), new Vec2(800, game.height / 2 - 100)); AddLine(new Vec2(800, game.height / 2 + 34), new Vec2(1179, game.height / 2 + 34)); AddLine(new Vec2(800, game.height / 2 - 100), new Vec2(800, game.height / 2 + 34)); AddLine(new Vec2(1179, game.height / 2 + 34), new Vec2(1179, game.height / 2 - 100)); crane = new AnimationSprite("spritesheet.png", 6, 1); crane.SetFrame(0); crane.SetXY(785, 30); _hud = new Constructor(); levelC = new LevelChanger("bucket.png"); levelC.SetXY(960, 870); ballStartPos = new Vec2(890, 240); _ball = new Ball(30, ballStartPos, thatlevel); AddChild(levelC); AddChild(_hud); AddChild(_ball); AddChild(crane); score = 100; _cursorIMG = new Sprite("HUD/cursor_PNG50.png"); AddChild(_cursorIMG); break; case 3: // level two AddBox(new Vec2(900, -5)); AddBox(new Vec2(900, 125)); AddBox(new Vec2(900, 255)); AddLine(new Vec2(900, -5), new Vec2(900, 255 + 134)); AddLine(new Vec2(1029, 255 + 134), new Vec2(1029, -5)); AddLine(new Vec2(900, 255 + 134), new Vec2(1029, 255 + 134)); AddLine(new Vec2(1029, -5), new Vec2(900, -5)); levelC = new LevelChanger("bucket.png"); AddBox(new Vec2(1735, 690)); AddBox(new Vec2(1735, 820)); AddBox(new Vec2(1735, 950)); AddLine(new Vec2(1735 + 129, 690), new Vec2(1735, 690)); AddLine(new Vec2(1735, 690), new Vec2(1735, 950 + 134)); AddLine(new Vec2(1735 + 129, 950 + 134), new Vec2(1735 + 129, 690)); crane = new AnimationSprite("spritesheet.png", 6, 1); crane.SetFrame(0); crane.SetXY(565, 30); _hud = new Constructor(); levelC.SetXY(1800, 620); ballStartPos = new Vec2(670, 240); _ball = new Ball(30, ballStartPos, thatlevel); AddChild(levelC); AddChild(_hud); AddChild(_ball); AddChild(crane); score = 150; _cursorIMG = new Sprite("HUD/cursor_PNG50.png"); AddChild(_cursorIMG); break; case 4: // level one AddBox(new Vec2(900, -5)); AddBox(new Vec2(900, 125)); AddBox(new Vec2(900, 255)); AddLine(new Vec2(900, -5), new Vec2(900, 255 + 134)); AddLine(new Vec2(1029, 255 + 134), new Vec2(1029, -5)); AddLine(new Vec2(900, 255 + 134), new Vec2(1029, 255 + 134)); AddLine(new Vec2(1029, -5), new Vec2(900, -5)); AddBox(new Vec2(1235, -5)); AddBox(new Vec2(1235, 125)); AddBox(new Vec2(1235, 255)); AddLine(new Vec2(1235, -5), new Vec2(1235, 255 + 134)); AddLine(new Vec2(1235 + 129, 255 + 134), new Vec2(1235 + 129, -5)); AddLine(new Vec2(1235, 255 + 134), new Vec2(1235 + 129, 255 + 134)); AddLine(new Vec2(1235 + 129, -5), new Vec2(1235, -5)); AddBox(new Vec2(900, 810)); AddLine(new Vec2(900, 810), new Vec2(900, 810 + 134)); AddLine(new Vec2(1029, 810 + 134), new Vec2(1029, 810)); AddLine(new Vec2(900, 810 + 134), new Vec2(1029, 810 + 134)); AddLine(new Vec2(1029, 810), new Vec2(900, 810)); levelC = new LevelChanger("bucket.png"); AddBox(new Vec2(1235, 690)); AddBox(new Vec2(1235, 820)); AddBox(new Vec2(1235, 950)); AddLine(new Vec2(1235 + 129, 690), new Vec2(1235, 690)); AddLine(new Vec2(1235, 690), new Vec2(1235, 950 + 134)); AddLine(new Vec2(1235 + 129, 950 + 134), new Vec2(1235 + 129, 690)); crane = new AnimationSprite("spritesheet.png", 6, 1); crane.SetFrame(0); crane.SetXY(1395, 60); //levelC.SetXY(1800, 620); levelC.SetXY(750, 920); AddBox(new Vec2(685, 990)); ballStartPos = new Vec2(1500, 270); _ball = new Ball(30, ballStartPos, thatlevel); _hud = new Constructor(); AddChild(levelC); AddChild(_hud); AddChild(_ball); AddChild(crane); score = 150; _cursorIMG = new Sprite("HUD/cursor_PNG50.png"); AddChild(_cursorIMG); break; default: // break; } }
void Start() { animator = CreateAnimator(); controller = GetComponent <CharacterController>(); }