using Microsoft.Xna.Framework; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.Overlay.Sequences { class CastleSequence : GameSequence { public CastleSequence() { _sequenceWidth = 160; _sequenceHeight = 144; } public override void OnStart() { Sprites.Clear(); SpriteDict.Clear(); var position = Vector2.Zero; // background Sprites.Add(new SeqSprite("seqCastleBackground", position, 0)); // characters AddDrawable("castleLink", new SeqAnimation("Sequences/link castle", "stand", new Vector2(position.X - 24, position.Y + 155), 1) { Shader = Resources.ColorShader, Color = Game1.GameManager.CloakColor }); AddDrawable("castleMouse", new SeqAnimation("NPCs/photo_mouse", "stand_0", new Vector2(position.X + 91, position.Y + 119), 1)); AddDrawable("castleBoy", new SeqAnimation("Sequences/castle frog boy", "walk", new Vector2(position.X + 176, position.Y + 145), 2)); AddDrawable("castleFlash", new SeqColor(new Rectangle((int)position.X, (int)position.Y, 160, 144), Color.Transparent, 3)); // start the sequence path Game1.GameManager.StartDialogPath("castle_sequence"); base.OnStart(); } } }