Пример #1
0
        public override void onAddedToScene()
        {
            base.onAddedToScene();

            // Load background sprite (scrolling background with a specific speed)
            _sprite = new ScrollingSprite(scene.content.Load <Texture2D>(Content.Terrain.background))
            {
                scrollSpeedX = Constants.BackgroundSpeed
            };

            // Add sprite component with renderLayer to 2 (in this way, background renders are in the back of screen)
            addComponent(_sprite)
            .renderLayer = 2;
        }
Пример #2
0
        public override void onAddedToScene()
        {
            var bg_texture    = scene.content.Load <Texture2D>("bg/" + bg_name);
            var cloud_texture = scene.content.Load <Texture2D>("bg/clouds_" + bg_name);
            var grass_texture = scene.content.Load <Texture2D>("bg/grass_" + bg_name);

            bg                 = addComponent <ScrollingSprite>(new ScrollingSprite(bg_texture));
            bg.origin          = Vector2.Zero;
            bg.localOffset     = new Vector2(0, -322 * 1280 / 4096);
            bg.layerDepth      = 10;
            clouds             = addComponent <ScrollingSprite>(new ScrollingSprite(cloud_texture));
            clouds.origin      = Vector2.Zero;
            clouds.localOffset = new Vector2(0, 250);
            //clouds.scrollSpeedX = 40;
            grass             = addComponent <ScrollingSprite>(new ScrollingSprite(grass_texture));
            grass.origin      = Vector2.Zero;
            grass.localOffset = new Vector2(0, 608);
            grass.layerDepth  = -1;
            //grass.scrollSpeedX = 200;
        }
Пример #3
0
        public override void onAddedToScene()
        {
            base.onAddedToScene();

            // Load scrolling sprite
            var _texture = scene.content.Load <Texture2D>(Content.Terrain.groundGrass);

            _sprite = new ScrollingSprite(_texture)
            {
                scrollSpeedX = Constants.TerrainSpeed
            };
            addComponent(_sprite);

            // Two colliders
            for (int i = 0; i < colliderArray.Length; i++)
            {
                colliderArray[i] = new PolygonCollider(Utils.GetVerticesTexture(_texture));
                addComponent(colliderArray[i])
                .isTrigger = true;
            }

            // Position
            transform.position = new Vector2((_sprite.width / 2), (Screen.height - (_sprite.height / 2)));
        }