using Microsoft.Xna.Framework; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.Overlay.Sequences { class GravestoneSequence : GameSequence { public GravestoneSequence() { _sequenceWidth = 160; _sequenceHeight = 144; } public override void OnStart() { Sprites.Clear(); SpriteDict.Clear(); var position = Vector2.Zero; // background Sprites.Add(new SeqSprite("seqGravestoneBackground", position, 0)); // characters AddDrawable("graveLink", new SeqAnimation("Sequences/link grave", "look", new Vector2(position.X + 75, position.Y + 101), 1) { Shader = Resources.ColorShader, Color = Game1.GameManager.CloakColor }); AddDrawable("graveMouse", new SeqAnimation("NPCs/photo_mouse", "stand_0", new Vector2(position.X + 173, position.Y + 102), 1)); AddDrawable("gravePhotoFlash", new SeqColor(new Rectangle((int)position.X, (int)position.Y, 160, 144), Color.Transparent, 2)); AddDrawable("gravePhoto", new SeqSprite("photo_11", position, 1) { Color = Color.Transparent }); Game1.GameManager.StartDialogPath("seq_gravestone"); base.OnStart(); } } }