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; }
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); }
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)); }
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); }
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; }
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(); }