public PowerUp(Vector2 spawn, PowerUp.TYPE type) { this.type = type; this.spawn = spawn; switch (type) { case TYPE.big: animation = Animation.createSingleFrameAnimation("player/powerbig", spawn, 1.0f); pULight = new Light(new Color(0.2f, 0.2f, 1f), animation.position, Constants.POWERUPLIGHTPOWER * 2, Constants.POWERUPLIGHTSIZE); break; case TYPE.pierce: animation = Animation.createSingleFrameAnimation("player/powerpierce", spawn, 1.0f); pULight = new Light(new Color(1f, 1f, 0.2f), animation.position, Constants.POWERUPLIGHTPOWER * 2, Constants.POWERUPLIGHTSIZE); break; case TYPE.shield: animation = Animation.createSingleFrameAnimation("player/powershield", spawn, 1.0f); pULight = new Light(new Color(0.2f, 1f, 0.2f), animation.position, Constants.POWERUPLIGHTPOWER * 2, Constants.POWERUPLIGHTSIZE); break; case TYPE.speed: animation = Animation.createSingleFrameAnimation("player/powerspeed", spawn, 1.0f); pULight = new Light(new Color(1f, 0.2f, 0.2f), animation.position, Constants.POWERUPLIGHTPOWER * 2, Constants.POWERUPLIGHTSIZE); break; } this.activeTime = Constants.POWERUPTIMER; this.respawnTimer = Constants.POWERUPRESPAWN; animation.setScale(Constants.POWERUPSCALE); }
public Disk(Player p, String name, Vector2 position, Color light) { player = p; animation = Animation.createSingleFrameAnimation(name, position, 0.85f); disklight = new Light(light, animation.position, Constants.DISKLIGHTPOWER * 2, Constants.DISKLIGHTSIZE); diskVelocity = Constants.DISKVELOCITY; diskRadius = Constants.DISKRADIUS; diskPierce = false; }
public Player(Vector2[] spawn, int num, GameState gameState) { this.num = num; this.spawn = spawn; this.gameState = gameState; switch (num) { case 1: animation = Animation.createSingleFrameAnimation("player/redplayer", spawn[num-1], 0.9f); disk = new Disk(this, "player/reddisk", spawn[num - 1] + new Vector2(0, 20), new Color(0.8f, 0.1f, 0.1f)); playerlight = new Light(new Color(1f, 0.2f, 0.2f), animation.position, Constants.PLAYERLIGHTPOWER * 2, Constants.PLAYERLIGHTSIZE); break; case 2: animation = Animation.createSingleFrameAnimation("player/yellowplayer", spawn[num - 1], 0.9f); disk = new Disk(this, "player/yellowdisk", spawn[num - 1] + new Vector2(0, 20), new Color(0.8f, 0.8f, 0.1f)); playerlight = new Light(new Color(1f, 1f, 0.2f), animation.position, Constants.PLAYERLIGHTPOWER, Constants.PLAYERLIGHTSIZE); break; case 3: animation = Animation.createSingleFrameAnimation("player/greenplayer", spawn[num - 1], 0.9f); disk = new Disk(this, "player/greendisk", spawn[num - 1] + new Vector2(0, 20), new Color(0.1f, 0.8f, 0.1f)); playerlight = new Light(new Color(0.2f, 1f, 0.2f), animation.position, Constants.PLAYERLIGHTPOWER, Constants.PLAYERLIGHTSIZE); break; case 4: animation = Animation.createSingleFrameAnimation("player/blueplayer", spawn[num - 1], 0.9f); disk = new Disk(this, "player/bluedisk", spawn[num - 1] + new Vector2(0, 20), new Color(0.1f, 0.1f, 0.8f)); playerlight = new Light(new Color(0.2f, 0.2f, 1f), animation.position, Constants.PLAYERLIGHTPOWER * 2, Constants.PLAYERLIGHTSIZE); break; } speedPUAnimation = Animation.createSingleFrameAnimation("player/orangepowerup", spawn[num - 1], 0.95f); speedPUAnimation.setVisible(false); shieldPUAnimation = Animation.createSingleFrameAnimation("player/shieldpu", spawn[num - 1], 1.0f); shieldPUAnimation.setVisible(false); shieldPUAnimation.setScale(20f); animation.setScale(Constants.PLAYERSCALE); disk.setScale(Constants.PLAYERSCALE); speedPUAnimation.setScale(Constants.PLAYERSCALE); shieldPUAnimation.setScale(Constants.PLAYERSCALE); powerUps = new List<PowerUp>(); random = new Random(num); }
/// <summary> /// Removes the given light from the rendering engine /// </summary> /// <param name="light">The light to remove</param> public void removeLight(Light light) { lights.Remove(light); }
/// <summary> /// Makes sure the provided light exists in RenderingEngine (adds it if not) /// </summary> /// <param name="anim">the light to be made sure is part of the engine</param> public void ensureAdded(Light light) { if (!lights.Contains(light)) lights.Add(light); }
/// <summary> /// Adds the given light to the rendering engine, so it can be used in shading /// </summary> /// <param name="light">The light to add</param> public void addLight(Light light) { lights.Add(light); }