示例#1
0
        private void Initialize()
        {
            m_smokeTrail        = new ParticleEntity(Environment, "smokeTrail");
            m_smokeTrail.Zindex = ZSettings.Plane + 0.01f;             // Just behind plane.
            AddChild(m_smokeTrail);

            Sequence seq = new Sequence(Environment.contentManager);

            seq.AddFrame("plane\\Plan1", 0.1f);
            seq.AddFrame("plane\\Plan2", 0.1f);
            seq.AddFrame("plane\\Plan3", 0.2f);
            seq.AddFrame("plane\\Plan4", 0.1f);
            seq.Loop = true;

            m_anim.PlaySequence(seq);

            Registration = new Vector2(250.0f, 250.0f);

            Scale = 0.5f;
            CreateCollisionBody(Environment.CollisionWorld, BodyType.Kinematic, CollisionFlags.FixedRotation);

            AddCollisionCircle(50.0f, new Vector2(-50.0f, 0.0f));
            AddCollisionCircle(50.0f, Vector2.Zero);
            AddCollisionCircle(50.0f, new Vector2(50.0f, 0.0f));
            DesiredVelocity = new Vector2(k_defaultVelX, 0.0f);
            SnapToRung();

            Zindex = ZSettings.Plane;
        }
示例#2
0
文件: Bird.cs 项目: jwmcglynn/float
        private void Initialize()
        {
            SnapToRung();

            Sequence seq = new Sequence(Environment.contentManager);

            seq.AddFrame("bird\\Bird1", 0.15f);
            seq.AddFrame("bird\\Bird2", 0.15f);
            seq.AddFrame("bird\\Bird3", 0.15f);
            seq.AddFrame("bird\\Bird2", 0.15f);
            seq.Loop = true;
            m_anim.PlaySequence(seq);

            Texture = m_anim.CurrentFrame;
            Scale   = 0.20f;
            Zindex  = ZSettings.Bird;

            Registration = new Vector2(221.0f, 331.0f);

            CreateCollisionBody(Environment.CollisionWorld, BodyType.Kinematic, CollisionFlags.FixedRotation);
            AddCollisionCircle(100.0f * Scale, Vector2.Zero);

            SetBirdVel(Environment.Pressure);
        }
示例#3
0
        private void Initialize()
        {
            float frameDelay = 0.2f;

            // Hail.
            m_hail = new Sequence(Environment.contentManager);
            m_hail.AddFrame("cloud\\CloudX3", float.PositiveInfinity);
            m_hail.Loop = true;

            // Rain.
            m_rain = new Sequence(Environment.contentManager);
            m_rain.AddFrame("cloud\\CloudX2", float.PositiveInfinity);

            m_rain.Loop = true;

            // Normal.
            m_norm = new Sequence(Environment.contentManager);
            m_norm.AddFrame("cloud\\CloudX1", float.PositiveInfinity);

            // Thunder.
            m_thunder = new Sequence(Environment.contentManager);
            m_thunder.AddFrame("cloud\\thunder1", frameDelay);
            m_thunder.AddFrame("cloud\\thunder2", frameDelay);
            m_thunder.AddFrame("cloud\\thunder3", frameDelay);
            m_thunder.Loop = true;

            // Lightning.
            m_lightning = new Sequence(Environment.contentManager);
            m_lightning.AddFrame("cloud\\Lighting1", frameDelay);
            m_lightning.AddFrame("cloud\\Lighting2", frameDelay);
            m_lightning.AddFrame("cloud\\Lighting3", frameDelay);
            m_lightning.Loop = true;

            /* TODO: INITIALIZE */
            m_h2r = new Sequence(Environment.contentManager);
            m_h2r.AddFrame("cloud\\SemiToBad3", frameDelay);
            m_h2r.AddFrame("cloud\\SemiToBad2", frameDelay);
            m_h2r.AddFrame("cloud\\SemiToBad1", frameDelay);
            m_h2r.Loop = false;


            m_r2n = new Sequence(Environment.contentManager);
            m_r2n.AddFrame("cloud\\NormSemi3", frameDelay);
            m_r2n.AddFrame("cloud\\NormSemi2", frameDelay);
            m_r2n.AddFrame("cloud\\NormSemi1", frameDelay);
            m_r2n.Loop = false;


            m_n2t = new Sequence(Environment.contentManager);
            m_n2t.AddFrame("cloud\\NormSemi1", frameDelay);
            m_n2t.AddFrame("cloud\\NormSemi2", frameDelay);
            m_n2t.AddFrame("cloud\\NormSemi3", frameDelay);
            m_n2t.Loop = false;


            m_t2l = new Sequence(Environment.contentManager);
            m_t2l.AddFrame("cloud\\SemiToBad1", frameDelay);
            m_t2l.AddFrame("cloud\\SemiToBad2", frameDelay);
            m_t2l.AddFrame("cloud\\SemiToBad3", frameDelay);
            m_t2l.Loop = false;



            m_r2h = new Sequence(Environment.contentManager);

            m_r2h.AddFrame("cloud\\SemiToBad1", frameDelay);
            m_r2h.AddFrame("cloud\\SemiToBad2", frameDelay);
            m_r2h.AddFrame("cloud\\SemiToBad3", frameDelay);
            m_r2h.Loop = false;


            m_n2r = new Sequence(Environment.contentManager);
            m_n2r.AddFrame("cloud\\NormSemi1", frameDelay);
            m_n2r.AddFrame("cloud\\NormSemi2", frameDelay);
            m_n2r.AddFrame("cloud\\NormSemi3", frameDelay);
            m_n2r.Loop = false;


            m_t2n = new Sequence(Environment.contentManager);
            m_t2n.AddFrame("cloud\\NormSemi3", frameDelay);
            m_t2n.AddFrame("cloud\\NormSemi2", frameDelay);
            m_t2n.AddFrame("cloud\\NormSemi1", frameDelay);
            m_t2n.Loop = false;


            m_l2t = new Sequence(Environment.contentManager);
            m_l2t.AddFrame("cloud\\SemiToBad3", frameDelay);
            m_l2t.AddFrame("cloud\\SemiToBad2", frameDelay);
            m_l2t.AddFrame("cloud\\SemiToBad1", frameDelay);
            m_l2t.Loop = false;


            m_rainParticle        = new ParticleEntity(Environment, "Rain");
            m_rainParticle.Zindex = ZSettings.Rain;
            AddChild(m_rainParticle);

            m_hailParticle        = new ParticleEntity(Environment, "Hail");
            m_hailParticle.Zindex = ZSettings.Rain;
            AddChild(m_hailParticle);



            UpdateState((int)Environment.Temperature, true);

            Registration = new Vector2(295.0f, 236.0f);

            CreateCollisionBody(Environment.CollisionWorld, BodyType.Kinematic, CollisionFlags.FixedRotation);

            Vector2 topleft     = new Vector2(168.0f, 290.0f) - Registration;
            Vector2 bottomright = new Vector2(431.0f, 1016.0f) - Registration;

            m_rainFixture = AddCollisionRectangle((bottomright - topleft) * 0.5f, (topleft + bottomright) * 0.5f);

            Zindex           = ZSettings.Cloud;
            transitionTarget = CLOUD_STATE.NORM;

            SnapToRung();
            //300 x 240
            AddCollisionCircle(130.0f, new Vector2(80.0f, 0.0f));
            AddCollisionCircle(130.0f, new Vector2(0.0f, 0.0f));
            AddCollisionCircle(130.0f, new Vector2(-80.0f, 0.0f));
        }
示例#4
0
        public TutorialButton(Menu menu, Keys key)
            : base(menu)
        {
            Scale = 0.1f;
            bool xbox = GamePad.GetState(PlayerIndex.One).IsConnected;


            string keyStandard = null;
            string keyPressed  = null;

            if (xbox)
            {
                keyStandard = "tutorial\\controler_neutral";
            }

            switch (key)
            {
            case Keys.Down:
                keyPressed = (xbox) ? "tutorial\\controler_down" : "tutorial\\Keydown_pressed";
                if (!xbox)
                {
                    keyStandard = "tutorial\\keydown_standard";
                }
                break;

            case Keys.Up:
                keyPressed = (xbox) ? "tutorial\\controler_up" : "tutorial\\Keyup_pressed";
                if (!xbox)
                {
                    keyStandard = "tutorial\\Keyup_standard";
                }
                break;

            case Keys.Right:
                keyPressed = (xbox) ? "tutorial\\controler_right" : "tutorial\\Keyright_pressed";
                if (!xbox)
                {
                    keyStandard = "tutorial\\Keyright_standard";
                }
                break;

            case Keys.Left:
                keyPressed = (xbox) ? "tutorial\\controler_left" : "tutorial\\Keyleft_pressed";
                if (!xbox)
                {
                    keyStandard = "tutorial\\Keyleft_standard";
                }
                break;
            }

            blink = new Sequence(menu.contentManager);
            float pressDuration = 1.0f;

            if (!(keyPressed == null || keyStandard == null))
            {
                Texture = menu.contentManager.Load <Texture2D>(keyStandard);
                blink.AddFrame(keyStandard, pressDuration);
                blink.AddFrame(keyPressed, pressDuration);
            }
            blink.Loop = true;
            m_anim     = new Animation();
            m_anim.PlaySequence(blink);

            Registration = new Vector2(171.0f, 171.0f);
        }
示例#5
0
文件: Star.cs 项目: jwmcglynn/float
        private void Initialize()
        {
            m_magic_Trail        = new ParticleEntity(Environment, "starTrail");
            m_magic_Trail.Zindex = 0.9f;
            AddChild(m_magic_Trail);

            originalCameraPos = Environment.Camera.Position.X;
            float blinkOffTime = 0.5f;
            float blinkOnTime  = 0.25f;

            m_blinking = new Sequence(Environment.contentManager);
            m_blinking.AddFrame("Star\\NStar1", blinkOffTime);
            m_blinking.AddFrame("Star\\NStar2", blinkOnTime);
            m_blinking.AddFrame("Star\\NStar3", blinkOffTime);
            m_blinking.AddFrame("Star\\NStar4", blinkOnTime);
            m_blinking.AddFrame("Star\\NStar5", blinkOffTime);
            m_blinking.AddFrame("Star\\NStar6", blinkOnTime);
            //Again
            m_blinking.AddFrame("Star\\NStar1", blinkOffTime);
            m_blinking.AddFrame("Star\\NStar2", blinkOnTime);
            m_blinking.AddFrame("Star\\NStar3", blinkOffTime);
            m_blinking.AddFrame("Star\\NStar4", blinkOnTime);
            m_blinking.AddFrame("Star\\NStar5", blinkOffTime);
            m_blinking.AddFrame("Star\\NStar6", blinkOnTime);

            Registration = new Vector2(75, 75);

            Zindex = ZSettings.SkyStar;
        }
示例#6
0
        private void Initialize()
        {
            Zindex = ZSettings.Balloon;
            Scale  = 0.5f;


            m_dead        = false;
            endingDescent = false;

            //Setting states
            currentState = BALLOON_STATE.INVULNERABLE;
            currentSpecialStateRemainingTime = INVULNERABILITY_TIME;


            DesiredVelocity      = DEFAULT_SPEED;
            originalRegistration = new Vector2(285.0f, 165.0f);
            Registration         = originalRegistration;

            CreateCollisionBody(Environment.CollisionWorld, BodyType.Dynamic, CollisionFlags.FixedRotation);
            AddCollisionCircle(30.0f, Vector2.Zero);

            drippingWet        = new ParticleEntity(Environment, "DrippingWet");
            drippingWet.Zindex = ZSettings.Balloon - 0.01f;             // Just in front of balloon.
            AddChild(drippingWet);

            animations = new Sequence[NUMBER_OF_ANIMATION_STATES];

            float defaultDuration = 0.1f;

            //LOADING DEAD ANIMATION
            Sequence seq = new Sequence(Environment.contentManager);

            seq.AddFrame("balloon\\BalloonPop1", 0.2f);
            seq.AddFrame("balloon\\BalloonPop2", 0.4f, new Vector2(291 - 279, 215 - 171));
            seq.AddFrame(null, 2.0f, new Vector2(291 - 279, 215 - 171));
            animations[DEAD_ANIM_INDEX] = seq;

            //LOADING ALIVE ANIMATION
            seq = new Sequence(Environment.contentManager);
            seq.AddFrame("balloon\\BalloonNorm1", 0.3f);
            seq.AddFrame("balloon\\BalloonNorm2", 0.3f);
            seq.Loop = true;
            animations[ALIVE_ANIM_INDEX] = seq;


            //LOADING INVULNERABLE ANIMATION
            seq = new Sequence(Environment.contentManager);
            seq.AddFrame("balloon\\BalloonNorm2", defaultDuration);

            seq.Loop = false;
            animations[INVULNERABLE_ANIM_INDEX] = seq;


            //LOADING UP ANIMATION
            seq = new Sequence(Environment.contentManager);
            seq.AddFrame("balloon\\BalloonUp", float.PositiveInfinity);
            seq.Loop = true;
            animations[UP_ANIM_INDEX] = seq;

            //LOADING DOWN ANIMATION
            seq = new Sequence(Environment.contentManager);
            seq.AddFrame("balloon\\BalloonFall", float.PositiveInfinity, new Vector2(0.0f, -10.0f));
            seq.Loop = true;
            animations[DOWN_ANIM_INDEX] = seq;

            //LOADING FORWARD ANIMATION
            seq = new Sequence(Environment.contentManager);
            seq.AddFrame("balloon\\BalloonForward1", 0.15f, new Vector2(50, 20));
            seq.AddFrame("balloon\\BalloonForward2", 0.15f, new Vector2(50, 20));
            seq.Loop = true;
            animations[FORWARD_ANIM_INDEX] = seq;

            //LOADING BACK ANIMATION
            seq = new Sequence(Environment.contentManager);
            seq.AddFrame("balloon\\BalloonBack1", 0.3f);
            seq.AddFrame("balloon\\BalloonBack2", 0.3f);
            seq.Loop = true;
            animations[BACK_ANIM_INDEX] = seq;

            //particle effect
            m_endExplosion        = new ParticleEntity(Environment, "balloon Explosion");      // here is where i add the particel effect
            m_endExplosion.Zindex = ZSettings.Balloon - 0.01f;
            AddChild(m_endExplosion);

            anim.PlaySequence(animations[ALIVE_ANIM_INDEX]);
            Texture          = anim.CurrentFrame;
            PreviousPosition = Position;
            SnapToRung();
        }