public override GameObject GetGameObject(GameObjectCoords objectCoords) { GameObject groundObject = new GroundObject() { Shape = GameSettings.Ground, GameObjectCoords = objectCoords, GameObjectType = GameObjectType.GroundObject }; return(groundObject); }
public override GameObject GetGameObject(GameObjectPlace objectPlace) { GameObject groundObject = new GroundObject() { Figure = GameSettings.Ground, GameObjectPlace = objectPlace, GameObjectType = GameObjectType.GroundObject }; return(groundObject); }
// Adds a GroundObject at xCooridate. Updates nextBlockCoordinate to xCoordinate void AddGroundObject(float xCoordinate) { GameObject newObject = (GameObject)Instantiate(groundObject, new Vector3(xCoordinate, yCoordinate, zCoordinate), transform.rotation); GroundObject newGroundObject = newObject.GetComponent <GroundObject>(); newGroundObject.Init(this); groundObjects.Enqueue(newGroundObject); nextBlockCoordinate = xCoordinate; }
public static void Test() { List <IMapObject> listOfObjects = new List <IMapObject>(); MapObject mapObject = new MapObject(); WallObject wallObject = new WallObject(); GroundObject groundObject = new GroundObject(); listOfObjects.Add(mapObject); listOfObjects.Add(wallObject); }
public CharacterAnimationSample(Microsoft.Xna.Framework.Game game) : base(game) { GraphicsScreen.ClearBackground = true; GraphicsScreen.BackgroundColor = Color.CornflowerBlue; SetCamera(new Vector3F(0, 1, 3), 0, 0); // Add gravity and damping to the physics simulation. // Note: The physics simulation is only used by the ragdoll samples. Simulation.ForceEffects.Add(new Gravity()); Simulation.ForceEffects.Add(new Damping()); // Add a ground object. _groundObject = new GroundObject(Services); GameObjectService.Objects.Add(_groundObject); }
private void SpawnGrass() { for (float x = -_sizeX; x <= _sizeX; x++) { for (float y = -_sizeY; y <= _sizeY; y++) { float floatDistance = Vector2.Distance(_centerPos, new Vector2(x, y)); floatDistance = floatDistance / 2; int intDistance = Mathf.RoundToInt(floatDistance); if (intDistance >= _grass.Count) { intDistance = _grass.Count - 1; } GroundObject grass = Instantiate(_grass[intDistance], new Vector3(x, y, 0), transform.rotation = Quaternion.Euler(0, 0, Random.RandomRange(0, 360))); } } }
public void ButtonInput(string input) { GroundObject other = (GroundObject)groundObject.GetComponent(typeof(GroundObject)); switch (input) { case "right": movingRight = true; break; case "left": movingLeft = true; break; case "right-up": movingRight = false; break; case "left-up": movingLeft = false; break; case "jump": //if (other.canJumpFunction()) if (canJump) { rigidBody.AddForce(transform.up * jumpForce); } break; case "interact": if (isActivatedSphere1) { movingPlatform1.transform.position = new Vector3(movingPlatform1.transform.position.x, movingPlatform1.transform.position.y - 3, movingPlatform1.transform.position.z); } if (isActivatedSphere2) { movingPlatform2.transform.position = new Vector3(movingPlatform2.transform.position.x, movingPlatform2.transform.position.y - 3, movingPlatform2.transform.position.z); } break; } }
//public IMapObject[,] level1 = new IMapObject[28,112]; public static IMapObject[,] LoadMapWithObjects(Level level) { IMapObject[,] objectRenderedMap = new IMapObject[28, 112]; for (int y = 0; y < level.LevelAsCharArray.GetLength(1); y++) { for (int x = 0; x < level.LevelAsCharArray.GetLength(0); x++) { PositionOnMap currentPosition = new PositionOnMap { X = x, Y = y }; char symbol = level.LevelAsCharArray[x, y]; switch (symbol) { case '|': objectRenderedMap[x, y] = new WallObject(symbol, currentPosition); break; case '@': objectRenderedMap[x, y] = new PlayerObject(symbol, currentPosition); break; case 'T': objectRenderedMap[x, y] = new GroundObject(symbol, currentPosition); break; case ' ': objectRenderedMap[x, y] = new MapObject(symbol, currentPosition); break; case '_': objectRenderedMap[x, y] = new RoofObject(symbol, currentPosition); break; default: break; } } } return(objectRenderedMap); }
//=================================== // Custscene stuff //=================================== //=================================== // Objects and Characters //=================================== public object CreateObject(string objtype, string instancename, int x, int y, int w, int h) { GroundMap map = ZoneManager.Instance.CurrentGround; if (map == null) { DiagManager.Instance.LogInfo(String.Format("ScriptGround.CreateObject({0}, {1}, {2}, {3}, {4}, {5}) : No ground map loaded!", objtype, instancename, x, y, w, h)); return(null); } GroundObject groundobject = null; var template = TemplateManager.Instance.FindTemplate(objtype); //Templates are created by the modders, and stored as data (This is handy, because its pretty certain a lot of characters and entities will be repeated throughout the maps) if (template == null) { return(null); } groundobject = (GroundObject)template.create(instancename); groundobject.Bounds = new Rect(x, y, w, h); groundobject.AddScriptEvent(LuaEngine.EEntLuaEventTypes.Action); map.AddObject(groundobject); return(groundobject); //Object's properties can be tweaked later on }
internal void SetGround(GroundObject groundInfiniteObject) { this.m_Ground = groundInfiniteObject; }