Пример #1
0
		public ScreenShakeOperation2(BaseWorldNode node, GDWorldMapScreen screen) : base(LevelNode.SHAKE_TIME)
		{
			_screen = screen;
			centeringStartOffset = screen.MapViewportCenter;

			rot = FloatMath.RAD_POS_000;
		}
Пример #2
0
 public WarpNode(GDWorldMapScreen scrn, WarpNodeBlueprint bp) : base(scrn, GDConstants.ORDER_MAP_NODE)
 {
     Position           = new FPoint(bp.X, bp.Y);
     DrawingBoundingBox = new FSize(DIAMETER, DIAMETER);
     Blueprint          = bp;
     Target             = Levels.WORLDS[bp.TargetWorld];
 }
Пример #3
0
        public void SetWorldMapScreenZoomedOut(GraphBlueprint g, LevelBlueprint initFocus = null)
        {
            var screen = new GDWorldMapScreen(this, Graphics, g, initFocus?.UniqueID);

            SetCurrentScreen(screen);
//			screen.ZoomInstantOut();
            screen.ZoomOut();
        }
Пример #4
0
 public GDWorldHUD(GDWorldMapScreen scrn) : base(scrn, Textures.HUDFontRegular)
 {
     AddElement(Settings     = new SettingsButton());
     AddElement(ScoreDisplay = new ScoreDisplay(false));
     AddElement(new MultiplayerScoreDisplay(ScoreDisplay, false));
     AddElement(TopLevelDisplay = new TopLevelDisplay());
     AddElement(InfoDisplay     = new InformationDisplay());
 }
Пример #5
0
        public void SetWorldMapScreenWithTransition(GraphBlueprint g)
        {
            var screen = new GDWorldMapScreen(this, Graphics, g, null);

            SetCurrentScreen(screen);
            screen.AddAgent(new InitialTransitionAgent(screen));
            screen.ColorOverdraw = 1f;
        }
Пример #6
0
        public RootNode(GDWorldMapScreen scrn, RootNodeBlueprint bp) : base(scrn, GDConstants.ORDER_MAP_NODE)
        {
            Position           = new FPoint(bp.X, bp.Y);
            DrawingBoundingBox = new FSize(DIAMETER, DIAMETER);
            Blueprint          = bp;

            AddOperation(new CyclicLambdaOperation <RootNode>("LevelNode::OrbSpawn", LevelNode.ORB_SPAWN_TIME, false, SpawnOrb));
        }
Пример #7
0
        public LeaveTransitionOverworldAgent(GDWorldMapScreen scrn, bool faster) : base(scrn, faster ? DURATION_FAST : DURATION)
        {
            _gdScreen = scrn;
            vp        = scrn.VAdapterGame;

            rectStart = scrn.GuaranteedMapViewport;

            rectFinal = scrn.Graph.BoundingViewport;
        }
Пример #8
0
        public GDWorldHUD(GDWorldMapScreen scrn) : base(scrn, Textures.HUDFontRegular)
        {
            AddElement(Settings = new SettingsButton());

            ScoreDispMan = new ScoreDisplayManager(this, false);

            AddElement(TopLevelDisplay = new TopLevelDisplay());
            AddElement(InfoDisplay     = new InformationDisplay());
        }
Пример #9
0
        public ZoomInAgent(GDWorldMapScreen scrn, FPoint pos) : base(scrn, DURATION)
        {
            _gdScreen = scrn;
            vp        = scrn.VAdapterGame;

            rectStart = scrn.GuaranteedMapViewport;

            rectFinal = FRectangle.CreateByCenter(pos, GDConstants.VIEW_WIDTH, GDConstants.VIEW_HEIGHT);
        }
Пример #10
0
        public ZoomOutAgent(GDWorldMapScreen scrn) : base(scrn, DURATION)
        {
            _gdScreen = scrn;
            vp        = scrn.VAdapterGame;

            rectStart = scrn.GuaranteedMapViewport;

            rectFinal = scrn.Graph.BoundingViewport;
        }
Пример #11
0
        public LeaveTransitionGameEndAgent(GDWorldMapScreen scrn, bool slower, WarpGameEndNode node) : base(scrn, slower ? DURATION_SLOW : DURATION)
        {
            _gdScreen = scrn;
            _node     = node;
            vp        = scrn.VAdapterGame;

            rectStart = scrn.GuaranteedMapViewport;

            rectFinal = node.DrawingBoundingRect.AsResized(0.5f, 0.5f);
        }
Пример #12
0
        public InitialTransitionAgent(GDWorldMapScreen scrn) : base(scrn, DURATION)
        {
            _gdScreen = scrn;
            vp        = scrn.VAdapterGame;

            rectStart = scrn.Graph.BoundingViewport;

            var pos = scrn.GetInitialNode().Position;

            rectFinal = FRectangle.CreateByCenter(pos, GDConstants.VIEW_WIDTH, GDConstants.VIEW_HEIGHT);
        }
Пример #13
0
        public ScreenShakeAndCenterOperation2(BaseWorldNode node, GDWorldMapScreen screen) : base("Node::CenterShake", LevelNode.SHAKE_TIME)
        {
            _screen = screen;
            centeringStartOffset = screen.MapViewportCenter;

            if ((centeringStartOffset - node.Position).LengthSquared() < 0.1f)
            {
                rot = FloatMath.RAD_POS_000;
            }
            else
            {
                rot = (centeringStartOffset - node.Position).ToAngle() + FloatMath.RAD_POS_090;
            }
        }
Пример #14
0
        public LevelNode(GDWorldMapScreen scrn, FPoint pos, LevelBlueprint lvlf, LevelData lvldat) : base(scrn, GDConstants.ORDER_MAP_NODE)
        {
            Position           = pos;
            DrawingBoundingBox = new FSize(DIAMETER + 2 * (HEIGHT_EXTENDER - INSET_EXTENDER), DIAMETER + 2 * (HEIGHT_EXTENDER - INSET_EXTENDER));

            Blueprint = lvlf;
            LevelData = lvldat;

            rectExpanderNorth = FRectangle.CreateByCenter(pos, 0, -EXTENDER_OFFSET, WIDTH_EXTENDER, HEIGHT_EXTENDER);
            rectExpanderEast  = FRectangle.CreateByCenter(pos, EXTENDER_OFFSET, 0, HEIGHT_EXTENDER, WIDTH_EXTENDER);
            rectExpanderSouth = FRectangle.CreateByCenter(pos, 0, EXTENDER_OFFSET, WIDTH_EXTENDER, HEIGHT_EXTENDER);
            rectExpanderWest  = FRectangle.CreateByCenter(pos, -EXTENDER_OFFSET, 0, HEIGHT_EXTENDER, WIDTH_EXTENDER);

            AddEntityOperation(new SimpleCyclicGameEntityOperation <LevelNode>("LevelNode::OrbSpawn", ORB_SPAWN_TIME, false, SpawnOrb));
        }
Пример #15
0
 public CenterNodeOperation(GDWorldMapScreen screen) : base("LevelNode::Center", LevelNode.CENTERING_TIME)
 {
     _screen = screen;
     centeringStartOffset = new Vector2(screen.MapViewportCenterX, screen.MapViewportCenterY);
 }
Пример #16
0
 public WarpGameEndNode(GDWorldMapScreen scrn, WarpNodeBlueprint bp) : base(scrn, GDConstants.ORDER_MAP_NODE)
 {
     Position           = new FPoint(bp.X, bp.Y);
     DrawingBoundingBox = new FSize(DIAMETER, DIAMETER);
     Blueprint          = bp;
 }
Пример #17
0
		public WorldMapDragAgent(GDWorldMapScreen scrn) : base(scrn)
		{
			bounding = scrn.MapFullBounds;
		}
Пример #18
0
 public LevelGraph(GDWorldMapScreen s)
 {
     screen = s;
 }
Пример #19
0
 public WorldMapBackground(GDWorldMapScreen scrn) : base(scrn)
 {
     GDScreen = scrn;
 }
Пример #20
0
 public WorldMapDragAgent(GDWorldMapScreen scrn, List <FPoint> nodePositions) : base(scrn)
 {
     _gdScreen      = scrn;
     _nodePositions = nodePositions;
 }