public ProjectileManager(ProceduralLevelScreen level, int poolSize) { m_projectilesToRemoveList = new List <ProjectileObj>(); m_levelScreen = level; m_projectilePool = new DS2DPool <ProjectileObj>(); m_poolSize = poolSize; }
public EnemyObj_BouncySpike(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyBouncySpike_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 3; NonKillable = true; }
public EnemyObj_BallAndChain(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyFlailKnight_Character", target, physicsManager, levelToAttachTo, difficulty) { BallAndChain = new ProjectileObj("EnemyFlailKnightBall_Sprite"); BallAndChain.IsWeighted = false; BallAndChain.CollidesWithTerrain = false; BallAndChain.IgnoreBoundsCheck = true; BallAndChain.OutlineWidth = 2; BallAndChain2 = (BallAndChain.Clone() as ProjectileObj); m_chain = new SpriteObj("EnemyFlailKnightLink_Sprite"); m_chainLinksList = new List <Vector2>(); m_chainLinks2List = new List <Vector2>(); for (var i = 0; i < m_numChainLinks; i++) { m_chainLinksList.Add(default(Vector2)); } for (var j = 0; j < m_numChainLinks / 2; j++) { m_chainLinks2List.Add(default(Vector2)); } Type = 1; TintablePart = _objectList[3]; m_walkSound = new FrameSoundObj(this, m_target, 1, "KnightWalk1", "KnightWalk2"); m_walkSound2 = new FrameSoundObj(this, m_target, 6, "KnightWalk1", "KnightWalk2"); }
public EnemyObj_SkeletonArcher(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySkeletonArcherIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 25; TintablePart = _objectList[0]; }
public EnemyObj_Fireball(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyGhostIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 8; TintablePart = _objectList[0]; }
public EnemyObj_Wall(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyGhostIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { CollisionTypeTag = 4; Type = 18; }
public EnemyObj_Horse(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyHorseRun_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 10; m_fireShieldList = new List <ProjectileObj>(); }
public void AttachMap(ProceduralLevelScreen level) { if (m_mapScreen != null) { m_mapScreen.Dispose(); } m_mapScreen = new MapScreen(level); }
public EnemyObj_SwordKnight(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySwordKnightIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 16; m_walkSound = new FrameSoundObj(this, m_target, 1, "KnightWalk1", "KnightWalk2"); m_walkSound2 = new FrameSoundObj(this, m_target, 6, "KnightWalk1", "KnightWalk2"); }
public EnemyObj_Wolf(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyWargIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 19; m_startDelayCounter = m_startDelay; m_runFrameSound = new FrameSoundObj(this, 1, "Wolf_Move01", "Wolf_Move02", "Wolf_Move03"); }
public override void Dispose() { if (!IsDisposed) { m_levelScreen = null; base.Dispose(); } }
public EnemyObj_FireWizard(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyWizardIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 9; PlayAnimation(); TintablePart = _objectList[0]; }
public EnemyObj_Mimic(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyMimicIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 33; OutlineWidth = 0; m_closeSound = new FrameSoundObj(this, m_target, 1, "Chest_Snap"); }
public EnemyObj_Fairy(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyFairyGhostIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { PlayAnimation(); MainFairy = true; TintablePart = _objectList[0]; Type = 7; }
public EnemyObj_SpikeTrap(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySpikeTrap_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 21; StopAnimation(); PlayAnimationOnRestart = false; NonKillable = true; }
public EnemyObj_Knight(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySpearKnightIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { TintablePart = _objectList[1]; Type = 12; m_walkSound = new FrameSoundObj(this, m_target, 1, "KnightWalk1", "KnightWalk2"); m_walkSound2 = new FrameSoundObj(this, m_target, 6, "KnightWalk1", "KnightWalk2"); }
public override void Dispose() { if (!IsDisposed) { m_player = null; m_level = null; if (m_alphaMaskRT != null && !m_alphaMaskRT.IsDisposed) { m_alphaMaskRT.Dispose(); } m_alphaMaskRT = null; if (m_mapScreenRT != null && !m_mapScreenRT.IsDisposed) { m_mapScreenRT.Dispose(); } m_mapScreenRT = null; foreach (var current in m_roomSpriteList) { current.Dispose(); } m_roomSpriteList.Clear(); m_roomSpriteList = null; foreach (var current2 in m_doorSpriteList) { current2.Dispose(); } m_doorSpriteList.Clear(); m_doorSpriteList = null; foreach (var current3 in m_iconSpriteList) { current3.Dispose(); } m_iconSpriteList.Clear(); m_iconSpriteList = null; AddedRoomsList.Clear(); AddedRoomsList = null; m_roomSpritePosList.Clear(); m_roomSpritePosList = null; m_doorSpritePosList.Clear(); m_doorSpritePosList = null; m_iconSpritePosList.Clear(); m_iconSpritePosList = null; m_playerSprite.Dispose(); m_playerSprite = null; foreach (var current4 in m_teleporterList) { current4.Dispose(); } m_teleporterList.Clear(); m_teleporterList = null; m_teleporterPosList.Clear(); m_teleporterPosList = null; m_xOffsetTween = null; m_yOffsetTween = null; base.Dispose(); } }
public EnemyObj_HomingTurret(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyHomingTurret_Character", target, physicsManager, levelToAttachTo, difficulty) { StopAnimation(); ForceDraw = true; Type = 28; PlayAnimationOnRestart = false; }
public EnemyObj_Eyeball(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyEyeballIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { m_pupil = new SpriteObj("EnemyEyeballPupil_Sprite"); AddChild(m_pupil); m_squishSound = new FrameSoundObj(this, m_target, 2, "Eyeball_Prefire"); Type = 6; DisableCollisionBoxRotations = false; }
public MapScreen(ProceduralLevelScreen level) { m_mapDisplay = new MapObj(false, level); m_alzheimersQuestionMarks = new TextObj(Game.JunicodeLargeFont); m_alzheimersQuestionMarks.FontSize = 30f; m_alzheimersQuestionMarks.ForceDraw = true; m_alzheimersQuestionMarks.Text = "?????"; m_alzheimersQuestionMarks.Align = Types.TextAlign.Centre; m_alzheimersQuestionMarks.Position = new Vector2(660f, 360f - m_alzheimersQuestionMarks.Height / 2f); }
public EnemyObj_Blob(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyBlobIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { MainBlob = true; TintablePart = _objectList[0]; PlayAnimation(); m_invincibleCounter = 0.5f; Type = 2; }
public EnemyObj_Zombie(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyZombieLower_Character", target, physicsManager, levelToAttachTo, difficulty) { GoToFrame(TotalFrames); Lowered = true; ForceDraw = true; StopAnimation(); Type = 20; PlayAnimationOnRestart = false; }
public EnemyObj_Turret(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyTurretFire_Character", target, physicsManager, levelToAttachTo, difficulty) { IsCollidable = false; ForceDraw = true; Type = 17; StopAnimation(); PlayAnimationOnRestart = false; NonKillable = true; }
public EnemyObj_Portrait(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyPortrait_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 32; var spriteName = "FramePicture" + CDGMath.RandomInt(1, 16) + "_Sprite"; GetChildAt(0).ChangeSprite(spriteName); GetChildAt(0); DisableCollisionBoxRotations = false; }
public void Dispose() { if (!IsDisposed) { Console.WriteLine("Disposing Projectile Manager"); m_levelScreen = null; m_projectilePool.Dispose(); m_projectilePool = null; m_projectilesToRemoveList.Clear(); m_projectilesToRemoveList = null; IsDisposed = true; } }
public EnemyObj_Ninja(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyNinjaIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 13; m_smoke = new SpriteObj("NinjaSmoke_Sprite"); m_smoke.AnimationDelay = 0.05f; m_log = new SpriteObj("Log_Sprite"); m_smoke.Visible = false; m_smoke.Scale = new Vector2(5f, 5f); m_log.Visible = false; m_log.OutlineWidth = 2; }
public EnemyObj_Platform(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyPlatform_Character", target, physicsManager, levelToAttachTo, difficulty) { CollisionTypeTag = 1; Type = 27; CollidesBottom = false; CollidesLeft = false; CollidesRight = false; StopAnimation(); PlayAnimationOnRestart = false; NonKillable = true; DisableCollisionBoxRotations = false; }
public override void Dispose() { if (!IsDisposed) { m_differenceCloud.Dispose(); m_differenceCloud = null; m_differenceCloud2.Dispose(); m_differenceCloud2 = null; m_differenceCloud3.Dispose(); m_differenceCloud3 = null; m_moon.Dispose(); m_moon = null; m_silhouette.Dispose(); m_silhouette = null; m_levelScreen = null; base.Dispose(); } }
public MapObj(bool followPlayer, ProceduralLevelScreen level) { m_level = level; FollowPlayer = followPlayer; Opacity = 0.3f; m_roomSpriteList = new List <SpriteObj>(); m_doorSpriteList = new List <SpriteObj>(); m_iconSpriteList = new List <SpriteObj>(); m_roomSpritePosList = new List <Vector2>(); m_doorSpritePosList = new List <Vector2>(); m_iconSpritePosList = new List <Vector2>(); CameraOffset = new Vector2(20f, 560f); m_playerSprite = new SpriteObj("MapPlayerIcon_Sprite"); m_playerSprite.AnimationDelay = 0.0333333351f; m_playerSprite.ForceDraw = true; m_playerSprite.PlayAnimation(); m_spriteScale = new Vector2(22f, 22.5f); AddedRoomsList = new List <RoomObj>(); m_teleporterList = new List <SpriteObj>(); m_teleporterPosList = new List <Vector2>(); }
public EnemyObj_Energon(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyEnergonIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 23; m_shield = new SpriteObj("EnergonSwordShield_Sprite"); m_shield.AnimationDelay = 0.1f; m_shield.PlayAnimation(); m_shield.Opacity = 0.5f; m_shield.Scale = new Vector2(1.2f, 1.2f); m_projectilePool = new DS2DPool <EnergonProjectileObj>(); for (var i = 0; i < (int)m_poolSize; i++) { var energonProjectileObj = new EnergonProjectileObj("EnergonSwordProjectile_Sprite", this); energonProjectileObj.Visible = false; energonProjectileObj.CollidesWithTerrain = false; energonProjectileObj.PlayAnimation(); energonProjectileObj.AnimationDelay = 0.05f; m_projectilePool.AddToPool(energonProjectileObj); } }