public KnockOverTree(Hansel pHansel, Gretel pGretel, InteractiveObject pIObj) : base(pHansel, pGretel, pIObj) { StartPosition = Vector2.Zero; Direction = Vector2.Zero; Progress = new SteppingProgress(); ActI = new ActivityInstruction(); }
public UseWell(Hansel pHansel, Gretel pGretel, InteractiveObject pIObj) : base(pHansel, pGretel, pIObj) { Progress = new SteppingProgress(); ActI = new ActivityInstruction(); ActI.SetThumbstickDir(pHansel, ActivityInstruction.ThumbstickDirection.Rotate); ActI.SetThumbstickDir(pGretel, ActivityInstruction.ThumbstickDirection.None); }
public ItemHandler() { LanternLight = new PointLight(); LanternLight.Intensity = Hardcoded.Lantern_Intensity; LanternLight.LightColor = Hardcoded.Lantern_LightColor; LanternLight.Depth = Hardcoded.Lantern_Height; LanternLight.Radius = Hardcoded.Lantern_Radius; LanternRaiseProgress = new SteppingProgress(Hardcoded.Lantern_RaiseSteppingDuration); }
public static void UpdateActIProgress(SteppingProgress pProgress, ActivityInstruction pActI, Player pPlayer, Vector2 pThumbstickDirection, bool AllowStepBack = true) { if (!Conditions.ActionThumbstickPressed(pPlayer, pThumbstickDirection)) { pActI.SetFadingState(pPlayer, true); if (AllowStepBack) { pProgress.StepBackward(); } } else { pActI.SetFadingState(pPlayer, false, false); pProgress.StepForward(); } }
public override void Initialize() { #if DEBUG EngineSettings.IsDebug = true; #endif //GameState mState = GameState.Running; mEndGameFading = new SteppingProgress(Hardcoded.End_FadingDuration); //Player mHansel = new Hansel(); mGretel = new Gretel(); mHansel.mCurrentActivity = ActivityHandler.None; mGretel.mCurrentActivity = ActivityHandler.None; //Camera mCamera = new Camera(); //Savegame mSavegame = new Savegame(); //Logic mLogic = new Logic(); //PauseMenu mPauseMenu = new PauseMenu(); FmodMediaPlayer.FadingSpeed = 1 / 90.0f; }
public PushRock(Hansel pHansel, Gretel pGretel, InteractiveObject pIObj) : base(pHansel, pGretel, pIObj) { Progress = new SteppingProgress(Hardcoded.PushRock_SteppingDuration); ActI = new ActivityInstruction(); }
public TemperatureHandler() { Frost = new SteppingProgress(Hardcoded.Temp_SteppingDuration); }
public override void Initialize() { mCamera = new Camera(); State = FadingState.FadeIn; Visibility = new SteppingProgress(2f); }
public LegUp(Hansel pHansel, Gretel pGretel, InteractiveObject pIObj) : base(pHansel, pGretel, pIObj) { Progress = new SteppingProgress(); ActI = new ActivityInstruction(); }