public Fire(CAndy player) { this.name = "Fire"; this.player = player; this.leftPowerBaseCooldown = FIRE_COOLDOWN; shield = new CSprite(); shield.setImage(Resources.Load <Sprite>("Sprites/ui/pixel")); shield.setSortingLayerName("Player"); shield.setSortingOrder(20); shield.setColor(Color.red); shield.setAlpha(0.5f); shield.setName("Fire - Shield"); shield.setParent(this.player.getGameObject()); //Seteo la escala para el persona shield.setScaleX(WIDTH); shield.setScaleY(HEIGHT); //Pongo el poder a false shield.setVisible(false); currentTime = 0; }
public CEnemy() { attackRange = new CSprite(); attackRange.setName("Attack Range"); attackRange.setParent(this.getGameObject()); if (this.debug) { mRect = new CSprite(); mRect.setImage(Resources.Load <Sprite>("Sprites/ui/pixel")); mRect.setSortingLayerName("Enemies"); mRect.setSortingOrder(20); mRect.setAlpha(0.5f); mRect.setName(this.getName() + "_debug_rect_1"); mRect2 = new CSprite(); mRect2.setImage(Resources.Load <Sprite>("Sprites/ui/pixel")); mRect2.setSortingLayerName("Enemies"); mRect2.setSortingOrder(20); mRect2.setColor(Color.red); mRect2.setAlpha(0.5f); mRect2.setName(this.getName() + "_debug_rect_2"); attackRange.setSortingLayerName("Enemis"); attackRange.setSortingOrder(20); attackRange.setColor(Color.blue); attackRange.setAlpha(0.5f); attackRange.setName(this.getName() + "_debug_attack_range"); attackRange.setImage(Resources.Load <Sprite>("Sprites/ui/pixel")); } this.setParent(this.getGameObject()); }
public CAndy() { setFrames(Resources.LoadAll <Sprite> ("Sprites/zorra")); setName("zorra"); setSortingLayerName("Player"); //setScale (2.0f); setRegistration(CSprite.REG_TOP_LEFT); setWidth(WIDTH); setHeight(HEIGHT); setState(STATE_STAND); setXOffsetBoundingBox(X_OFFSET_BOUNDING_BOX); setYOffsetBoundingBox(Y_OFFSET_BOUNDING_BOX); mRect = new CSprite(); mRect.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel")); mRect.setSortingLayerName("Player"); mRect.setSortingOrder(20); mRect.setAlpha(0.5f); mRect.setName("player_debug_rect"); mRect2 = new CSprite(); mRect2.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel")); mRect2.setSortingLayerName("Player"); mRect2.setSortingOrder(20); mRect2.setColor(Color.red); mRect2.setAlpha(0.5f); mRect2.setName("player_debug_rect2"); }
public CPlayer() { setFrames(Resources.LoadAll <Sprite>("Sprites/player")); setName("andy"); setSortingLayerName("Player"); //Mantengo el size original dado que el mapa se mantuvo del mismo size setScale(SCALE); setRegistration(CSprite.REG_TOP_LEFT); setWidth(WIDTH); setHeight(HEIGHT); setState(STATE_STAND); //definimos el bounding box del player, es decir la distancia entre el borde del sprite y el actual dibujo de andy. setXOffsetBoundingBox(X_OFFSET_BOUNDING_BOX); setYOffsetBoundingBox(Y_OFFSET_BOUNDING_BOX); maxEnergy = 150; currentEnergy = maxEnergy; mRect2 = new CSprite(); mRect2.setImage(Resources.Load <Sprite>("Sprites/ui/pixel")); mRect2.setSortingLayerName("Player"); mRect2.setSortingOrder(20); mRect2.setColor(Color.red); mRect2.setAlpha(0.5f); mRect2.setName("player_debug_rect2"); mHitBoxManager = new hitBoxManager(); }
public CAndy() { setFrames(Resources.LoadAll <Sprite> ("Sprites/andy")); setName("andy"); setSortingLayerName("Player"); setScale(2.0f); setRegistration(CSprite.REG_TOP_LEFT); setWidth(WIDTH); setHeight(HEIGHT); // TODO: PASAR A LA CAMARA CUANDO SE IMPLEMENTE. CAudioManager.Inst.setAudioListener(this); // Agregate al audio manager como audio source. // Este objeto emite sonido. CAudioManager.Inst.addAudioSource(this); setState(STATE_STAND); setXOffsetBoundingBox(X_OFFSET_BOUNDING_BOX); setYOffsetBoundingBox(Y_OFFSET_BOUNDING_BOX); mRect = new CSprite(); mRect.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel")); mRect.setSortingLayerName("Player"); mRect.setSortingOrder(20); mRect.setAlpha(0.5f); mRect.setName("player_debug_rect"); mRect2 = new CSprite(); mRect2.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel")); mRect2.setSortingLayerName("Player"); mRect2.setSortingOrder(20); mRect2.setColor(Color.red); mRect2.setAlpha(0.5f); mRect2.setName("player_debug_rect2"); }
public CAndy() { setFrames(Resources.LoadAll <Sprite> ("Sprites/nina")); setName("Nina"); setSortingLayerName("Player"); setScale(0.5f); setRegistration(CSprite.REG_TOP_LEFT); setWidth(WIDTH); setHeight(HEIGHT); // TODO: PASAR A LA CAMARA CUANDO SE IMPLEMENTE. CAudioManager.Inst.setAudioListener(this); CAudioManager.Inst.setPrimaryParent(this.getGameObject()); // Agregate al audio manager como audio source. // Este objeto emite sonido. CAudioManager.Inst.addAudioSource(this).gameObject.transform.SetParent(this.getGameObject().transform); setState(STATE_STAND); if (this.debug) { mRect = new CSprite(); mRect.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel")); mRect.setSortingLayerName("Player"); mRect.setSortingOrder(20); mRect.setAlpha(0.5f); mRect.setName("player_debug_rect"); mRect2 = new CSprite(); mRect2.setImage(Resources.Load <Sprite> ("Sprites/ui/pixel")); mRect2.setSortingLayerName("Player"); mRect2.setSortingOrder(20); mRect2.setColor(Color.red); mRect2.setAlpha(0.5f); mRect2.setName("player_debug_rect2"); } this.powers = new List <Power>(); this.powers.Add(new Earth()); this.powers.Add(new Air(this)); this.powers.Add(new Water(this)); this.powers.Add(new Fire(this)); this.selectedPower = 0; this.powers[this.selectedPower].setActive(); textoPoderes = new CText(this.powers[this.selectedPower].getName()); textoPoderes.setWidth(this.getWidth()); textoPoderes.setWrapping(false); textoPoderes.setFontSize(40f); textoPoderes.setXY(this.getX(), this.getY() - textoPoderes.getHeight()); textoPoderes.setAlignment(TMPro.TextAlignmentOptions.Center); this.setBounds(0, 0, CTileMap.Instance.getMapWidth() * CTileMap.Instance.getTileWidth(), CTileMap.Instance.getMapHeight() * CTileMap.Instance.getTileHeight()); this.setBoundAction(CGameObject.BOUNCE); }