// Use this for initialization void Start() { m = new Movement(this.gameObject); float dur = 1; Vector2 s1 = new Vector2(-5, 5); Vector2 s2 = new Vector2(0, 5); Vector2 s3 = new Vector2(5, 5); Vector2 s4 = new Vector2(10, 5); Vector2 s5 = new Vector2(2.5f, -15); Vector2 d1 = new Vector2(-2.5f, 10); Vector2 d2 = new Vector2(2.5f, 10); Vector2 d3 = new Vector2(7.5f, 10); Vector2 d4 = new Vector2(12, 0); Vector2 d5 = new Vector2(-7, 0); Vector2 c1 = new Vector2(2.5f, -18); m.AddCurve(s1, s2, dur, d1); m.AddCurve(s2, s3, dur, d2); m.AddCurve(s3, s4, dur, d3); m.AddCurve(s4, s5, dur * 2, d4); m.AddCounterClockwiseCircle(s5, c1, Mathf.Deg2Rad * 360, dur); m.AddCurve(s5, s1, dur * 2, d5); m.setMarker(marker); m.ToggleTrail(); m.SetRepeat(); m.ShiftMovementByPoint(new Vector2(-5, 3)); //m.PostMovement ("http://localhost/", "HeartThing"); m.Start(); }
// Use this for initialization void Start() { float duration = 0.5f; Vector3 p1 = new Vector3(0, 0, 0); Vector3 p2 = new Vector3(-10, -10, 0); Vector3 p3 = new Vector3(-10, 10, 0); Vector3 p4 = new Vector3(10, -10, 0); Vector3 p5 = new Vector3(10, 10, 0); Vector3 d1 = new Vector3(-30, 0, 0); Vector3 d2 = new Vector3(30, 0, 0); Vector3 d3 = new Vector3(0, -10, 0); Vector3 d4 = new Vector3(0, 10, 0); movement = new Movement(this.gameObject); movement.AddCurve(p1, p2, duration, d3); movement.AddCurve(p2, p3, duration * 2, d1); movement.AddCurve(p3, p1, duration, d4); movement.AddCurve(p1, p4, duration, d3); movement.AddCurve(p4, p5, duration * 2, d2); movement.AddCurve(p5, p1, duration, d4); movement.setMarker(marker); movement.ToggleTrail(); movement.SetRepeat(); movement.Start(); movement.PostMovement("http://localhost/", "FigofEightish"); }
public void Start() { animation.Redefine(); movement.Redefine(); animation.Start(); movement.Start(); }
// Use this for initialization void Start() { movement = Movement.InitMovementFromUrl(this.gameObject, "http://localhost/?name=UnnecessarilyComplex"); //movement.ShiftMovementByPoint (new Vector2 (-10, -10)); movement.setMarker(marker); movement.ToggleTrail(); movement.Start(); }
// Use this for initialization void Start() { movement = new Movement(this.gameObject); movement.AddClockwiseCircle(Vector2.zero, new Vector2(5, 0), Mathf.Deg2Rad * 360f, 3); movement.ChainCounterClockwiseCircle(new Vector2(-5, 0), Mathf.Deg2Rad * 360f, 3); movement.ChainWait(3); movement.setMarker(marker); movement.ToggleTrail(); movement.SetRepeat(2); movement.Start(); }
// Use this for initialization void Start() { m = new Movement(this.gameObject); float dur = 1; Vector2 s1 = new Vector2(0, 0); Vector2 s2 = new Vector2(-5, 5); Vector2 s3 = new Vector2(5, 5); Vector2 c1 = new Vector2(0, -2); Vector2 c2 = new Vector2(0, -3); Vector2 c3 = new Vector2(-10, 5); Vector2 c4 = new Vector2(10, 5); Vector2 c5 = new Vector2(-8, 5); Vector2 c6 = new Vector2(8, 5); m.AddLine(s1, s2, dur); m.ChainCounterClockwiseCircle(s1, Mathf.Deg2Rad * 270f, dur * 2); m.ChainLine(s1, dur); m.ChainCounterClockwiseCircle(c1, Mathf.Deg2Rad * 360f, dur); m.ChainCounterClockwiseCircle(c2, Mathf.Deg2Rad * 360f, dur); m.ChainSine(s3, dur, 2f, 2f); m.ChainSine(s1, dur, 2f, 2f); m.ChainSine(s2, dur, 2f, 2f); m.ChainSine(s1, dur, 2f, 2f); m.ChainCounterClockwiseCircle(c3, Mathf.Deg2Rad * 360f, dur * 4); m.ChainCounterClockwiseCircle(c4, Mathf.Deg2Rad * 360f, dur * 4); m.ChainCounterClockwiseCircle(s2, Mathf.Deg2Rad * 360f, dur * 3); m.ChainCounterClockwiseCircle(s3, Mathf.Deg2Rad * 360f, dur * 3); m.ChainCounterClockwiseCircle(c5, Mathf.Deg2Rad * 360f, dur * 3); m.ChainCounterClockwiseCircle(c6, Mathf.Deg2Rad * 360f, dur * 3); m.ChainCurve(new Vector2(0, -20), dur * 3, new Vector2(-10, -10)); m.ChainCurve(new Vector2(0, 0), dur * 3, new Vector2(10, -10)); m.setMarker(marker); m.SetRepeat(); m.ToggleTrail(); //m.PostMovement ("http://localhost/", "UnnecessarilyComplex"); m.Start(); }
static void Tile_SpriteCollision(Gondwana.Common.EventArgs.CollisionEventArgs e) { foreach (Collision collision in e.Collisions) { Sprite sprite = collision.SecondaryTile as Sprite; Movement movement = sprite.SpriteMovement; //switch (collision.CollisionDirectionFrom) //{ // case CollisionDirectionFrom.N: movement.Stop(); movement.AddMovePoint(0.500, new PointF(sprite.GridCoordinates.X, sprite.GridCoordinates.Y - 1)); movement.AddMovePoint(0.500, new PointF(sprite.GridCoordinates.X + 1, sprite.GridCoordinates.Y - 1)); movement.AddMovePoint(0.500, new PointF(sprite.GridCoordinates.X + 1, sprite.GridCoordinates.Y)); movement.AddMovePoint(0.500, new PointF(sprite.GridCoordinates.X, sprite.GridCoordinates.Y)); movement.AddMovePoint(movement.CurrentMovePoint); //movement.AddMovePoint(movement.CurrentMovePoint.NextMovePoint); //movement.Start(1000, new PointF(sprite.GridCoordinates.X, sprite.GridCoordinates.Y - 1)); //movement.AddMovePoint(500, new PointF(sprite.GridCoordinates.X, sprite.GridCoordinates.Y - (float)1.5)); //MessageBox.Show("total time: " + movement.TimeRemaining.ToString()); movement.Start(); // break; //case CollisionDirectionFrom.NE: // break; //case CollisionDirectionFrom.E: // break; //case CollisionDirectionFrom.SE: // break; //case CollisionDirectionFrom.S: // break; //case CollisionDirectionFrom.SW: // break; //case CollisionDirectionFrom.W: // break; //case CollisionDirectionFrom.NW: // break; //case CollisionDirectionFrom.Center: // break; //} } }
public override void Update(float passedTime) { lineGapBuffer += passedTime; if (KeyboardManager.Manager.TypedKeys.Count > 0) { ScreenManager.GetInstance().RemoveLastScreen(); ScreenManager.GetInstance().AddScreen(new NewGameScreen()); AudioManager.PlaySound("menu_accept"); } if (lineGapBuffer >= LINE_GAP_TIME) { Movement nextLine = lineMotions.FirstOrDefault(q => q.Status == MovementStatus.StandBy); if (nextLine != null) { nextLine.Start(); } lineGapBuffer -= LINE_GAP_TIME; } foreach (Movement lineMotion in lineMotions) { lineMotion.Update(passedTime); } bool finished = true; foreach (Movement lineMotion in lineMotions) { if (lineMotion.Status != MovementStatus.Finished) { finished = false; } } if (finished) { ScreenManager.GetInstance().RemoveLastScreen(); ScreenManager.GetInstance().AddScreen(new NewGameScreen()); AudioManager.PlaySound("menu_accept"); } }
// Use this for initialization void Start() { movement = new Movement(this.gameObject); Vector2 end = new Vector2(10, -10); Vector2 start = new Vector2(-10, -10); movement.AddSine(start, end, 3, 2f, 0.5f, Mathf.Deg2Rad * 180); movement.ChainCounterClockwiseCircle(Vector2.zero, 90f * Mathf.Deg2Rad, 3); movement.ChainSine(new Vector2(-10, 10), 3, 2f, 0.5f); movement.ChainCounterClockwiseCircle(Vector2.zero, 90f * Mathf.Deg2Rad, 3); //Debug.Log (movement[0]); //Debug.Log (movement[1]); //Debug.Log (movement[2]); movement.setMarker(marker); movement.ToggleTrail(); movement.SetRepeat(); movement.Start(); }
public void SoftMove(Point destiny) { softMoveStartLocation = cameraLocation; destiny.X -= cameraSize.X / 2; destiny.Y -= cameraSize.Y / 2; if (destiny.X < 0) { destiny.X = 0; } if (destiny.Y < 0) { destiny.Y = 0; } if (destiny.X + cameraSize.X > map.Width) { destiny.X = map.Width - cameraSize.X; } if (destiny.Y + cameraSize.Y > map.Height) { destiny.Y = map.Height - cameraSize.Y; } destiny.X -= cameraLocation.X; destiny.Y -= cameraLocation.Y; softMoveDisplacement = new Point(destiny.X, destiny.Y); destiny.X *= Constants.TILE_SIZE; destiny.Y *= Constants.TILE_SIZE; softMove = MovementProvider.GetDirectMovement(Vector2.Zero, new Vector2(destiny.X, destiny.Y), CAMERA_SPEED); softMove.Start(); moving = true; updateLocations = true; }
// Use this for initialization void Start() { movement = new Movement(this.gameObject); float dur = 2f; Vector2 p0 = new Vector2(0, 0); Vector2 p1 = new Vector2(10, 10); Vector2 d1 = new Vector2(10, 0); movement.AddLine(p0, p1, dur); movement.ChainLine(p0, dur); movement.ChainSine(p1, dur, 2, 2); movement.ChainCurve(p0, dur, d1); movement.ChainCounterClockwiseCircle(d1, Mathf.Deg2Rad * 90, dur); movement.setMarker(marker); movement.ToggleTrail(); movement.SetRepeat(); movement.SaveMovementToFile(Application.dataPath + "/Movements/hello"); movement.Start(); }