public StateBowlerHatReThrow(int itemIndex, BoxingPlayer player, KeyPressed key)
            : base(player, "BowlerRethrow")
        {
            canCatch = true;

            itemButton = key;
        }
Beispiel #2
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        public StateBowlerHatReThrow(int itemIndex, BoxingPlayer player, KeyPressed key)
            : base(player, "BowlerRethrow")
        {
            canCatch = true;

            itemButton = key;
        }
Beispiel #3
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        /// <summary>
        /// Puts the other player into their Hit state.
        /// </summary>
        /// <param name="hitPlayer"></param>
        public override void HitOtherPlayer(BoxingPlayer hitPlayer)
        {
            // Are we at the pull frame? and is the player in front of us?
            if (player.sprite.FrameIndex > 5  && player.sprite.FrameIndex < 9)  //6 || player.sprite.FrameIndex == 7
                //|| player.sprite.FrameIndex == 8)
            {
                if ((player.direction == -1 &&
                     player.position.X > hitPlayer.position.X) )
                {
                    hitPlayer.position.X += 10;
                    if (hitPlayer.position.X > player.position.X - 30)
                        hitPlayer.position.X = player.position.X - 30;
                }
                if((player.direction == 1 &&
                     player.position.X < hitPlayer.position.X))
                {
                    hitPlayer.position.X -= 10;
                    if (hitPlayer.position.X < player.position.X + 30)
                        hitPlayer.position.X = player.position.X + 30;
                }

                pulledPlayer = hitPlayer;
                hitPlayer.state.ChangeState(new StateStopped(hitPlayer));
                hitPlayer.isCaught = true;

                // Stun player!

                //hitPlayer.state.isHit(hitPlayer, new StateCaneHit(hitPlayer), 0);
            }
        }
Beispiel #4
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 public StateCaneBonk(int itemIndex, BoxingPlayer player, KeyPressed key)
     : base(player, "CaneBonk")
 {
     isAttack        = true;
     holdTimer       = holdTime;
     this.itemButton = key;
 }
Beispiel #5
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 public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
 {
     if (!(state == CapeState.travel))
     {
         base.isHit(attackingPlayer, expectedHitState, damage);
     }
 }
Beispiel #6
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 public override void LoadState(BoxingPlayer player, Dictionary<string, Animation> ATextures)
 {
     this.StatePlayer = player;
     this.PlayerAnimation = ATextures[StateName];
     StatePlayer.isAttacking = false;
     StatePlayer.isHit = false;
 }
Beispiel #7
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        /// <summary>
        /// Puts the other player into their Hit state.
        /// </summary>
        /// <param name="hitPlayer"></param>
        public override void HitOtherPlayer(BoxingPlayer hitPlayer)
        {
            // Are we at the pull frame? and is the player in front of us?
            if (player.sprite.FrameIndex > 5 && player.sprite.FrameIndex < 9)   //6 || player.sprite.FrameIndex == 7
            //|| player.sprite.FrameIndex == 8)
            {
                if ((player.direction == -1 &&
                     player.position.X > hitPlayer.position.X))
                {
                    hitPlayer.position.X += 10;
                    if (hitPlayer.position.X > player.position.X - 30)
                    {
                        hitPlayer.position.X = player.position.X - 30;
                    }
                }
                if ((player.direction == 1 &&
                     player.position.X < hitPlayer.position.X))
                {
                    hitPlayer.position.X -= 10;
                    if (hitPlayer.position.X < player.position.X + 30)
                    {
                        hitPlayer.position.X = player.position.X + 30;
                    }
                }

                pulledPlayer = hitPlayer;
                hitPlayer.state.ChangeState(new StateStopped(hitPlayer));
                hitPlayer.isCaught = true;

                // Stun player!

                //hitPlayer.state.isHit(hitPlayer, new StateCaneHit(hitPlayer), 0);
            }
        }
 public StateBowlerHatCatch(BoxingPlayer player, BowlerHatInstance hat, State originalState)
     : base(player, "BowlerCatch")
 {
     this.hat = hat;
     this.originalState = originalState;
     player.hasThrownBowlerHat = false;
 }
Beispiel #9
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        public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
        {
            // Nothing happens! You can't phase me bro!

            // unless you're shoot'n me!
            if ((attackingPlayer.state is StateRevolverShoot))
            {
                base.isHit(attackingPlayer, expectedHitState, damage);
            }
            // well timed? Duck and weave!
            else if (dodgeThreshold > 0)
            {
                ChangeState(new StateDodge(player));
                attackingPlayer.state.wasDodged();
            }

            // just get knocked back a little
            else if (!(attackingPlayer.state is StateRevolverShoot) && timer <= 0)
            {
                if ((player.direction == 1 && player.position.X < attackingPlayer.position.X) ||
                    (player.direction == -1 && player.position.X > attackingPlayer.position.X))
                {
                    timer              = waitTime;
                    player.position.X += attackingPlayer.direction * hitVelocity;

                    // and some chip damage
                    //player.CurrentHealth -= 1;
                }
                else
                {
                    // You're facing the wrong way and get knocked down, homie!
                    base.isHit(attackingPlayer, expectedHitState, damage);
                }
            }
        }
 public StateBowlerHatCatch(BoxingPlayer player, BowlerHatInstance hat, State originalState)
     : base(player, "BowlerCatch")
 {
     this.hat                  = hat;
     this.originalState        = originalState;
     player.hasThrownBowlerHat = false;
 }
Beispiel #11
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        public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
        {
            // Nothing happens! You can't phase me bro!

            // unless you're shoot'n me!
            if ((attackingPlayer.state is StateRevolverShoot))
            {
                base.isHit(attackingPlayer, expectedHitState, damage);
            }
            // well timed? Duck and weave!
            else if (dodgeThreshold > 0)
            {
                ChangeState(new StateDodge(player));
                attackingPlayer.state.wasDodged();
            }

            // just get knocked back a little
            else if (!(attackingPlayer.state is StateRevolverShoot) && timer <= 0)
            {
                if ((player.direction == 1 && player.position.X < attackingPlayer.position.X)
                || (player.direction == -1 && player.position.X > attackingPlayer.position.X))
                {
                    timer = waitTime;
                    player.position.X += attackingPlayer.direction * hitVelocity;

                    // and some chip damage
                    //player.CurrentHealth -= 1;
                }
                else
                {
                    // You're facing the wrong way and get knocked down, homie!
                    base.isHit(attackingPlayer, expectedHitState, damage);
                }
            }
        }
Beispiel #12
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        KeyPressed itemButton; // the button mapped to this item

        public StateCape(int itemIndex, BoxingPlayer player, KeyPressed key)
            : base(player, "Cape")
        {
            this.itemIndex = itemIndex;
            state          = CapeState.draw;

            this.itemButton = key;
        }
Beispiel #13
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 public StateWalking(BoxingPlayer player, KeyPressed key)
     : base(player, "Walk")
 {
     this.key = key;
     player.currentHorizontalSpeed = player.direction * walkSpeed;
     canCombo = true;
     canCatch = true;
 }
Beispiel #14
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 public StateWalking(BoxingPlayer player, KeyPressed key)
     : base(player, "Walk")
 {
     this.key = key;
     player.currentHorizontalSpeed = player.direction * walkSpeed;
     canCombo = true;
     canCatch = true;
 }
 public StateKnockedDown(BoxingPlayer player, int dir, bool knockback)
     : base(player, "Down")
 {
     if (!knockback)
         knockbackVelocity = 0;
     isStopping = false;
     this.dir = dir; // The direction which they are knocked down.
     //Debug.WriteLine("Fall direction = " + dir);
 }
Beispiel #16
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        public override void LoadState(BoxingPlayer player, Dictionary<string, Animation> ATextures)
        {
            this.StatePlayer = player;
            this.PlayerAnimation = ATextures[StateName];
            StatePlayer.isAttacking = true;

               // if (StatePlayer.PlayerEffect == SpriteEffects.None)
             //   StatePlayer.Hitbox = new Rectangle((int)StatePlayer.Position.X,(int)StatePlayer.Position.Y,Tools.WIDTH, Tools.HEIGHT);
        }
        public PlayerStatDisplay(SpriteFont font, int player_index, BoxingPlayer player,Input_Handler input, Rectangle bounds, Texture2D background, Texture2D bar)
        {
            this.player = player;
            this.bounds = bounds;
            this.background = background;
            this.tBar = bar;
            this.health = player.MaxHealth;
            this.stamina = player.MaxStamina;
            this.input = input;
            this.isActive = input.isActive;

            title = "Player " + player_index;

            //===================Initialize positions====================
            int margin = 1; // the whitespace around the entry

            // Dimensions of the strings
            int stringHeight = (int)font.MeasureString("S").Y;
            int stringWidth = (int)font.MeasureString("MMM").X;

            // Dimensions of the bars
            int textX = bounds.X + stringWidth / 2;
            int barHeight = (int)( 1.5f * stringHeight / 3);

            int barX = bounds.X + (int)(1.25f * stringWidth + 2);

            // Portions?
            int vertical_Portion = bounds.Height / 14;
            int textWidth = bounds.Width / 3;
            barWidth = bounds.X + bounds.Width - barX - 4;
            Vector2 start = new Vector2(bounds.X, bounds.Y);

            // Set position of the Title
            vTitle = new Vector2(bounds.X + bounds.Width / 2 - font.MeasureString(title).X, bounds.Y);

            vHealth = new Vector2(textX + margin, start.Y + margin + (1 * (stringHeight) + (1 * 2 * margin)));
            vStamina = new Vector2(textX + margin, start.Y + margin + (2 * (stringHeight) + (2 * 2 * margin)));

            rHealth = new Rectangle(barX, (int)start.Y + margin + (1 * (stringHeight) + (1 * 2 * margin)), barWidth, stringHeight);
            rStamina = new Rectangle(barX, (int)start.Y + margin + (2 * (stringHeight) + (2 * 2 * margin)), barWidth, stringHeight);

            Debug.WriteLine("rHealth.Y = " + rHealth.Y);

            rHealth.Width = (int)(barWidth * (player.CurrentHealth / player.MaxHealth));
            rStamina.Width = (int)(barWidth * (player.CurrentStamina / player.MaxStamina));

            int squarewidth = bounds.Width / 8;

            // Set position of ability cooldown squares
            for (int i = 0; i < 4; i++)
            {
                rAbilities[i] = new Rectangle(((i + 1) * (bounds.X + bounds.Width) / 5) - squarewidth/2,
                    (int)start.Y + margin + (3 * (stringHeight) + (3 * 2 * margin)), squarewidth, squarewidth);
                //Debug.WriteLine("Player " + player_index + " square " + (i + 1) + " initialized");
                Debug.WriteLine("Player " + player_index + " square. X = " + rAbilities[i].X + "square.Y = " + rAbilities[i].Y);
            }
        }
Beispiel #18
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 /// <summary>
 /// If we're hit 5 times by the revolver, we get knocked down!
 /// </summary>
 /// <param name="attackingPlayer"></param>
 public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
 {
     if (timer > 0)
     {
         hitCounter++;
         timer = time;
         player.sprite.FrameIndex = 0;
         player.CurrentHealth    -= damage / 2;
     }
 }
        public StateBowlerHatThrow(int itemIndex, BoxingPlayer player, KeyPressed key)
            : base(player, "BowlerThrow")
        {
            if (player.hasThrownBowlerHat)
                noHat = true;
                //ChangeState(new StateBowlerHatReThrow(itemIndex, player)); // Wait to recieve!
            holdTimer = MAX_HOLD_TIME;

            this.itemButton = key;
        }
 /// <summary>
 /// If we're hit 5 times by the revolver, we get knocked down!
 /// </summary>
 /// <param name="attackingPlayer"></param>
 public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
 {
     if (timer > 0)
     {
         hitCounter++;
         timer = time;
         player.sprite.FrameIndex = 0;
         player.CurrentHealth -= damage / 2;
     }
 }
Beispiel #21
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 public StateRunning(BoxingPlayer player, KeyPressed key)
     : base(player, "Run")
 {
     isStopping = false;
     this.key = key;
     player.currentHorizontalSpeed = runSpeed;//player.direction* runSpeed;
     canCombo = true;
     canCatch = true;
     runSpeed *= BoxingPlayer.Scale;
 }
Beispiel #22
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 public StateRunning(BoxingPlayer player, KeyPressed key)
     : base(player, "Run")
 {
     isStopping = false;
     this.key   = key;
     player.currentHorizontalSpeed = runSpeed;//player.direction* runSpeed;
     canCombo  = true;
     canCatch  = true;
     runSpeed *= BoxingPlayer.Scale;
 }
Beispiel #23
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        public override void HandleKeyDownInput(int player_index, KeyPressed key)
        {
            if (key == itemButton) // pressing the item button?
            {
                if (shootCounter == 0 && (player.sprite.FrameIndex == 4 || player.sprite.FrameIndex == 5))
                {
                    player.soundEffects["RevolverShoot"].Play(.5f, 0, 0); // play the sound effect!

                    shootCounter++;
                    BoxingPlayer p = player.BoxingManager.GetPlayerInFront(player, player.position.Y - 7 * player.GetHeight / 9, player.direction);
                    if (p != null && !(p.state is StateKnockedDown))
                    {
                        p.beingComboedTimer = p.beingComboedCooldown;
                        p.revolverHitCounter++;
                        p.state.isHit(p, new StateRevolverHit(p), damage);

                        /*if(p.state is StateRevolverHit)
                         * {
                         *  StateRevolverHit s = (StateRevolverHit)p.state
                         *  s.hitCounter = shootCounter;
                         * }*/
                    }
                }
                else if (shootCounter < 5 && (player.sprite.FrameIndex == 8 || player.sprite.FrameIndex == 9))
                {
                    player.sprite.FrameIndex = 5;

                    shootCounter++;

                    BoxingPlayer p = player.BoxingManager.GetPlayerInFront(player, player.position.Y - 2 * player.GetHeight / 3, player.direction);
                    if (p != null && !(p.state is StateKnockedDown))
                    {
                        player.soundEffects["RevolverShoot"].Play(.5f, 0, 0); // play the sound effect!
                        p.state.isHit(player, new StateRevolverHit(p), damage);

                        /*if(p.state is StateRevolverHit)
                         * {
                         *  StateRevolverHit s = (StateRevolverHit)p.state
                         *  s.hitCounter = shootCounter;
                         * }*/
                        // reset combo counter

                        p.beingComboedTimer = p.beingComboedCooldown;
                        p.revolverHitCounter++;
                        Debug.WriteLine("Hit " + p.revolverHitCounter + " times!");
                        if (p.beingComboedTimer > 0 && p.revolverHitCounter >= 5)
                        {
                            p.state.ChangeState(new StateKnockedDown(p, player.direction, true));
                            //player.CurrentHealth -= damage;
                        }
                    }
                }
            }
            base.HandleKeyDownInput(player_index, key);
        }
Beispiel #24
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 public StateKnockedDown(BoxingPlayer player, int dir, bool knockback)
     : base(player, "Down")
 {
     if (!knockback)
     {
         knockbackVelocity = 0;
     }
     isStopping = false;
     this.dir   = dir; // The direction which they are knocked down.
     //Debug.WriteLine("Fall direction = " + dir);
 }
Beispiel #25
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 public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
 {
     //If you get jumped on, you get knocked down!
     if (attackingPlayer.state is StateFall || attackingPlayer.isFalling)
     {
         ChangeState(new StateKnockedDown(player, 0, false));
     }
     else if (attackingPlayer.state is StateCaneBonk)
     {
         base.isHit(attackingPlayer, new StateKnockedDown(player, 0, false), damage);
     }
 }
Beispiel #26
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        public StateBowlerHatThrow(int itemIndex, BoxingPlayer player, KeyPressed key)
            : base(player, "BowlerThrow")
        {
            if (player.hasThrownBowlerHat)
            {
                noHat = true;
            }
            //ChangeState(new StateBowlerHatReThrow(itemIndex, player)); // Wait to recieve!
            holdTimer = MAX_HOLD_TIME;

            this.itemButton = key;
        }
Beispiel #27
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 public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
 {
     //If you get jumped on, you get knocked down!
     if (attackingPlayer.state is StateFall || attackingPlayer.isFalling)
     {
         ChangeState(new StateKnockedDown(player, 0, false));
     }
     else if (attackingPlayer.state is StateCaneBonk)
     {
         base.isHit(attackingPlayer, new StateKnockedDown(player, 0, false), damage);
     }
 }
Beispiel #28
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        public StateRevolverShoot(int itemIndex, BoxingPlayer player, KeyPressed key)
            : base(player, "RevolverShoot")
        {
            isAttack = false;

            player.input.OnKeyDown += HandleKeyDownInput;

            shootCounter = 0;

            this.itemButton = key;

            canCatch = true;
        }
        public StateRevolverShoot(int itemIndex, BoxingPlayer player, KeyPressed key)
            : base(player, "RevolverShoot")
        {
            isAttack = false;

            player.input.OnKeyDown += HandleKeyDownInput;

            shootCounter = 0;

            this.itemButton = key;

            canCatch = true;
        }
Beispiel #30
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 /// <summary>
 /// Puts the other player into their Hit state.
 /// </summary>
 /// <param name="hitPlayer"></param>
 public override void HitOtherPlayer(BoxingPlayer hitPlayer)
 {
     // Are we at the punch frame? and is the player in front of us?
     if (player.sprite.FrameIndex == 4)
     {
         if ((player.direction == -1 &&
              player.position.X > hitPlayer.position.X) ||
             (player.direction == 1 &&
              player.position.X < hitPlayer.position.X))
         {
             hitPlayer.state.isHit(player, new StateHit(hitPlayer), 5);
         }
     }
 }
Beispiel #31
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 /// <summary>
 /// Puts the other player into their Hit state.
 /// </summary>
 /// <param name="hitPlayer"></param>
 public override void HitOtherPlayer(BoxingPlayer hitPlayer)
 {
     // Are we at the punch frame? and is the player in front of us?
     if (player.sprite.FrameIndex == 4)
     {
         if ((player.direction == -1 &&
              player.position.X > hitPlayer.position.X) ||
              (player.direction == 1 &&
              player.position.X < hitPlayer.position.X))
         {
             hitPlayer.state.isHit(player, new StateHit(hitPlayer), 5);
         }
     }
 }
Beispiel #32
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 public StateFall(BoxingPlayer player, bool drop)
     : base(player, "Jump")
 {
     if (drop)
     {
         //player.position.Y += 5;
         player.currentVerticalSpeed = 20;
     }
     else
     {
         player.sprite.FrameIndex = 5;
     }
     isStopping = true;
     canCatch   = true;
 }
Beispiel #33
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        public StateJump(BoxingPlayer player, bool fall)
            : base(player, "Jump")
        {
            isStopping = false;

            if (!fall)
            {
                startPosition = player.levellevel;

                player.currentVerticalSpeed = -400;
            }
            canCatch = true;

            canCombo = true;
        }
Beispiel #34
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        public StateJump(BoxingPlayer player, bool fall)
            : base(player, "Jump")
        {
            isStopping = false;

            if (!fall)
            {
                startPosition = player.levellevel;

                player.currentVerticalSpeed = -400;
            }
            canCatch = true;

            canCombo = true;
        }
Beispiel #35
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 /// <summary>
 /// Puts the other player into their Hit state.
 /// </summary>
 /// <param name="hitPlayer"></param>
 public override void HitOtherPlayer(BoxingPlayer hitPlayer)
 {
     // Are we at the punch frame? and is the player in front of us?
     if (player.sprite.FrameIndex == 7)
     {
         if ((player.direction == -1 &&
              player.position.X > hitPlayer.position.X) ||
             (player.direction == 1 &&
              player.position.X < hitPlayer.position.X))
         {
             hitPlayer.state.isHit(player, new StateCaneHit(hitPlayer), damage);
             //Debug.WriteLine("Other player hit!");
         }
     }
 }
Beispiel #36
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        /// <summary>
        /// If we're hit twice in a row, we get knocked down!
        /// </summary>
        /// <param name="attackingPlayer"></param>
        public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
        {
            if (timer <= 0)
            {

                ChangeState(new StateKnockedDown(player, attackingPlayer.direction, true));
                player.CurrentHealth -= damage;

                if(attackingPlayer.state is StateCaneBonk)
                    player.soundEffects["CaneHit"].Play(); // play the sound effect!
                //else
                    //player.soundEffects["

                timer = time;
            }
        }
Beispiel #37
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        public StateFall(BoxingPlayer player, bool drop)
            : base(player, "Jump")
        {
            if (drop)
            {
                //player.position.Y += 5;
                player.currentVerticalSpeed = 20;
            }
            else
            {

                player.sprite.FrameIndex = 5;
            }
            isStopping = true;
            canCatch = true;
        }
Beispiel #38
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        /// <summary>
        /// If we're hit twice in a row, we get knocked down!
        /// </summary>
        /// <param name="attackingPlayer"></param>
        public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
        {
            if (timer <= 0)
            {
                ChangeState(new StateKnockedDown(player, attackingPlayer.direction, true));
                player.CurrentHealth -= damage;


                if (attackingPlayer.state is StateCaneBonk)
                {
                    player.soundEffects["CaneHit"].Play(); // play the sound effect!
                }
                //else
                //player.soundEffects["

                timer = time;
            }
        }
Beispiel #39
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        /// <summary>
        /// Handles any effects to this player.
        /// </summary>
        /// <param name="attackingPlayer"></param>
        public virtual void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
        {
            //Debug.WriteLine("isHit virtual!");

            if (attackingPlayer.state.isAttack || attackingPlayer.state is StateRevolverShoot)
            {
                player.CurrentHealth -= damage;
            }

            if (player.CurrentHealth <= 0)
            {
                player.state.ChangeState(new StateKnockedDown(player, attackingPlayer.direction, true));
            }
            else
            {
                player.state.ChangeState(expectedHitState);
            }
        }
Beispiel #40
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        /// <summary>
        /// If we're hit twice in a row, we get knocked down!
        /// </summary>
        /// <param name="attackingPlayer"></param>
        public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
        {
            if (timer <= 0)
            {
                // well timed? Duck and weave!
                if (dodgeTimer > 0)
                {
                    ChangeState(new StateDodge(player));
                    attackingPlayer.state.wasDodged();
                }
                else
                {
                    hitCounter++;
                    PlaySound(player.soundEffects["Hit"]); // play the sound effect!
                }
            }

            if (hitCounter >= 1)
            {
                ChangeState(new StateKnockedDown(player, attackingPlayer.direction, true));
                player.CurrentHealth -= 20;
            }
        }
Beispiel #41
0
        /// <summary>
        /// If we're hit twice in a row, we get knocked down!
        /// </summary>
        /// <param name="attackingPlayer"></param>
        public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
        {
            if (timer <= 0)
            {
                // well timed? Duck and weave!
                if (dodgeTimer > 0)
                {
                    ChangeState(new StateDodge(player));
                    attackingPlayer.state.wasDodged();
                }
                else
                {
                    hitCounter++;
                    PlaySound(player.soundEffects["Hit"]); // play the sound effect!

                }
            }

            if (hitCounter >= 1)
            {
                ChangeState(new StateKnockedDown(player, attackingPlayer.direction,true));
                player.CurrentHealth -= 20;
            }
        }
Beispiel #42
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 public StateHit(BoxingPlayer player)
     : base(player, "PunchHit")
 {
     player.input.OnKeyDown += HandleKeyDownInput;
 }
Beispiel #43
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 /// <summary>
 /// Handles any effects and damage to the hit player
 /// </summary>
 /// <param name="hitPlayer">The player hit by this player</param>
 public virtual void HitOtherPlayer(BoxingPlayer hitPlayer)
 {
     //Debug.WriteLine("Hit Player!!!");
 }
Beispiel #44
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 public StateCanePull(int itemIndex, BoxingPlayer player)
     : base(player, "CanePull")
 {
     isAttack = true;
 }
Beispiel #45
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 public override void LoadState(BoxingPlayer player, Dictionary <string, Animation> ATextures)
 {
     //player.soundEffects["Hit"].Play(); // play the sound effect!
     base.LoadState(player, ATextures);
 }
Beispiel #46
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 public void addBowlerHat(BoxingPlayer p, float multiplier)
 {
     itemInstances.Add(new BowlerHatInstance(p, itemAnims, instanceID++, multiplier));
 }
Beispiel #47
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        // Apply's settings gathered before the boxing begins.
        public void ApplySettings(Color[] colors, Item[][] equipment)
        {
            //Need to make copies of the textures recolored with the players selected color
            for(int i = 0; i < 4; i++)
            {
                // If the color is transparent, the player isn't playing.
                if (colors[i] != Color.Transparent)
                {
                    // The players dictionary of animations
                    Dictionary<string, Animation> coloredAnims = new Dictionary<string, Animation>();

                    Debug.WriteLine("Number of textures to recolor: " + animTextureTemplates.Length);
                    // loop through each template texture and recolor it
                    for(int j = 0; j < animTextureTemplates.Length; j++)
                    {
                        Debug.WriteLine("index = " + j);
                        Texture2D template = animTextureTemplates[j];// template
                        Texture2D t = new Texture2D(graphicsDevice, template.Width, template.Height); //colored
                        Color[] c = new Color[template.Width * template.Height];
                        template.GetData(c);

                        int count = 0;

                        // Replace magenta pixels with the color
                        for (int k = 0; k < c.Length; k++)
                        {
                            // This is awesome!
                            if (c[k] == Color.Magenta /* || (c[k].R == 254 && c[k].G == 0 && c[k].B == 254)
                                || (c[k].R == 253 && c[k].G == 0 && c[k].B == 253)
                                || (c[k].R == 252 && c[k].G == 0 && c[k].B == 252)
                                || (c[k].R == 251 && c[k].G == 0 && c[k].B == 251)
                                || (c[k].R == 250 && c[k].G == 0 && c[k].B == 250) */)
                            {
                                count++;
                                c[k] = colors[i];
                            }
                        }
                        t.SetData(c); // set the data
                        // add it to the available list
                        coloredAnims.Add(animKeys[j], new Animation(t,animFrameTimes[j],animLooping[j],animFrameWidths[j]));
                    }

                    players[i] = new BoxingPlayer(this, i, playerStartPositions[i], coloredAnims, inputs[i], colors[i], blank,
                        healthBarDimensions, level.platforms[level.platforms.Length - 1], equipment[i], soundEffects);// defaultItems, soundEffects); // Figure out the boxing players.
                }
            }
        }
Beispiel #48
0
 public StateHit(BoxingPlayer player)
     : base(player, "PunchHit")
 {
     player.input.OnKeyDown += HandleKeyDownInput;
 }
Beispiel #49
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 public StatePunch(BoxingPlayer player)
     : base(player, "Punch")
 {
     isAttack = true;
 }
Beispiel #50
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        // Find the first player in front of player
        public BoxingPlayer GetPlayerInFront(BoxingPlayer p, float y, int direction)
        {
            BoxingPlayer f = null;

            float min = 0;

            for (int i = 0; i < players.Length; i++)
            {
                if (players[i] != null && players[i].playerIndex != p.playerIndex && !players[i].isDead)
                {
                    if (direction == 1
                        && players[i].position.X > p.position.X
                        && y > players[i].position.Y - players[i].GetHeight
                        && y < players[i].position.Y)
                    {
                        float d = players[i].position.X - p.position.X;
                        if (min == 0 || d < min)
                        {
                            min = d;
                            f = players[i];
                        }
                    }
                    else if (direction == -1
                        && players[i].position.X < p.position.X
                        && y > players[i].position.Y - players[i].GetHeight
                        && y < players[i].position.Y)
                    {
                        float d = p.position.X - players[i].position.X;
                        if (min == 0 || d < min)
                        {
                            min = d;
                            f = players[i];
                        }
                    }
                }
            }
            return f;
        }
Beispiel #51
0
 // if you're knocked down, nothing can hit you
 public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
 {
 }
Beispiel #52
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        /// <summary>
        /// Handles any effects to this player.
        /// </summary>
        /// <param name="attackingPlayer"></param>
        public virtual void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
        {
            //Debug.WriteLine("isHit virtual!");

            if (attackingPlayer.state.isAttack || attackingPlayer.state is StateRevolverShoot)
                player.CurrentHealth -= damage;

            if (player.CurrentHealth <= 0)
                player.state.ChangeState(new StateKnockedDown(player, attackingPlayer.direction, true));
            else
                player.state.ChangeState(expectedHitState);
        }
Beispiel #53
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 public StateBlock(BoxingPlayer player)
     : base(player, "Block")
 {
     canCombo = true;
     canCatch = true;
 }
Beispiel #54
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 public virtual void LoadState(BoxingPlayer player, Dictionary<string, Animation> ATextures)
 {
 }
Beispiel #55
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 public override void LoadState(BoxingPlayer player, Dictionary<string, Animation> ATextures)
 {
     //player.soundEffects["Hit"].Play(); // play the sound effect!
     base.LoadState(player, ATextures);
 }
Beispiel #56
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 public override void LoadState(BoxingPlayer player, Dictionary <string, Animation> ATextures)
 {
     //player.soundEffects["Jump"].Play(); // play the sound effect!
     player.isAirborn = true;
     base.LoadState(player, ATextures);
 }
 // if you're knocked down, nothing can hit you
 public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage)
 {
 }
Beispiel #58
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 public StateCanePull(int itemIndex, BoxingPlayer player)
     : base(player, "CanePull")
 {
     isAttack = true;
 }
Beispiel #59
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        int count = 0; // how many tugs of the cape?

        public StateCapeStuck(int itemIndex, BoxingPlayer player)
            : base(player, "CapeStuck")
        {
            state = CapeStuckState.draw;
        }
Beispiel #60
0
 public State(BoxingPlayer player, string key)
 {
     this.player = player;
     this.key = key;
 }