public Character(string name, int health, int armour) : base(name) { _physics = new PhysicsComponent(this); _selected = false; _weapon = new Weapon("Base Weapon 1 -- Remove asap.", 0f, 50f, ProjectileType.MachineGun); _weapon2 = new WeaponAcidCannon(30f, 70f); _weaponList = new List <Weapon>(); _maxArmour = armour; _maxHealth = health; EntityManager.Instance.AddEntity(this); _state = new StateComponent <CharacterState>(CharacterState.Idle); _selectedWeapon = _weapon; _physics.WindFrictionMult = 0.01f; _weaponList.Add(_weapon); _weaponList.Add(_weapon2); _smokeCount = 0; }
public UI_DynamicImage(float x, float y, float startX, float startY, int easeSpeed, Bitmap bitmap) : base(startX, startY, bitmap) { _targetX = x; _targetY = y; _easeSpeed = easeSpeed; _stateComponent = new StateComponent <DynamicImageState>(DynamicImageState.TransitionIn); }
public Player(string name, World world) : base(name) { //The world is always an observer for the player. _observerComponent = new ObserverComponent(); _observerComponent.AddObserver(world.ObserverInstance); _observerComponent.AddObserver(UserInterface.Instance.ObserverInstance); _state = new StateComponent <PlayerState>(PlayerState.Idle); _observeDelay = 0; }
public Projectile(string name, Weapon parentWeapon, Point2D pos, Point2D vel, float damage, float explRad, float damageRad) : base(name) { _parentWeapon = parentWeapon; _physics = new PhysicsComponent(this); _physics.Velocity = vel; Pos = pos; _physics.Position = pos; _state = new StateComponent <ProjectileState>(ProjectileState.Alive); _baseDamage = damage; _explRad = explRad; _damageRad = damageRad; EntityManager.Instance.AddEntity(this); }
public ArtilleryGame() { LoadResources(); _windowRect = new Rectangle { Width = Constants.WindowWidth, Height = Constants.WindowHeight }; PhysicsEngine.Instance.SetWindowRect(_windowRect); UserInterface.Instance.SetWindowRect(_windowRect); UserInterface.Instance.OnNotifyUIEvent = NotifyUIEvent; _inputHandler = new InputHandler(); _stateComponent = new StateComponent <MenuState>(MenuState.MainMenu); }
public UI_PlayerSelect() { _stateComponent = new StateComponent <PlayerSelectState>(PlayerSelectState.ReadingNumberPlayers); _menuLogo = new UI_StaticImage(Width(0.45f), Height(0.14f), SwinGame.BitmapNamed("menuLogo")); AddElement(_menuLogo); textElement = new UI_Text(Width(0.5f), Height(0.35f), Color.Black, "Number of players:", true); AddElement(textElement); //start reading number players. SwinGame.StartReadingText(Color.Black, 20, SwinGame.FontNamed("guiFont"), (int)Width(0.5f), (int)Height(0.4f)); _players = new List <Player>(); }
public UI_PlayerSelect_Legacy(A3RData a3RData) : base(a3RData) { _stateComponent = new StateComponent <PlayerSelectState>(PlayerSelectState.ReadingNumberPlayers); _menuLogo = new UI_StaticImage(a3RData.Camera, Width(0.45f), Height(0.14f), SwinGame.BitmapNamed("menuLogo")); AddElement(_menuLogo); textElement = new UI_Text(a3RData.Camera, Width(0.5f), Height(0.35f), Color.Black, "Number of players:", true); AddElement(textElement); //start reading number players. SwinGame.StartReadingText(Color.Black, 20, SwinGame.FontNamed("guiFont"), (int)Width(0.5f), (int)Height(0.4f)); _players = Artillery3R.Services.A3RData.Players; }
public World(Rectangle windowRect, InputHandler inputHandler) { _windowRect = windowRect; UserInterface.Instance.World = this; _camera = UserInterface.Instance.Camera; _cameraFocusPoint = new CameraFocusPoint(); _logicalTerrain = new Terrain(_windowRect); _environment = new Environment(_windowRect, _camera); _inputHandler = inputHandler; _players = new List <Player>(); _selectedPlayer = null; _state = new StateComponent <WorldState>(WorldState.TrackingPlayer); //change to loading later _observer = new WorldObserver(this); _random = new Random(); _windMarker = SwinGame.CreateSprite(SwinGame.BitmapNamed("windMarker")); _satellite = new Satellite("Maia", Constants.TerrainWidth / 2, -300); _turnCount = 0; }
public CombatGameState(A3RData a3RData) : base(a3RData) { _a3RData = a3RData; _windowRect = a3RData.WindowRect; _cameraFocusPoint = new CameraFocusPoint(); A3RData.Environment = new Environment(_windowRect, A3RData.Camera); _state = new StateComponent <CombatState>(CombatState.TrackingPlayer); //change to loading later A3RData.Satellite = new Satellite("Maia", Constants.TerrainWidth / 2, -300); _inputHandler = new InputHandler(); _observer = new CombatStateObserver(this); UIModule = new UI_Combat(A3RData); _backgroundBg = SwinGame.BitmapNamed("combatBg"); _turnCount = 0; }
public Player(string name) : base(name) { _state = new StateComponent <PlayerState>(PlayerState.Idle); _observeDelay = 0; }
public Character(string name, int health, int armour, Player parent) : base(name) { _parent = parent; _weaponList = new List <Weapon>(_weaponCapacity); _inventory = new List <Weapon>(_inventoryCapacity); for (int i = 0; i < _weaponCapacity; i++) { _weaponList.Add(null); } for (int i = 0; i < _inventoryCapacity; i++) { _inventory.Add(null); } _physics = new PhysicsComponent(this); _selected = false; _targetBox = new Rectangle() { Width = 100, Height = 15, Y = -50 }; _targetBox.X = -_targetBox.Width / 2; _rearGlassBox = new Rectangle(); _armourBox = new Rectangle(); _healthBox = new Rectangle(); _nameBox = new Rectangle(); _nameBoxTarget = new Rectangle() { Width = 70, Height = 15, Y = -70 }; _wepBox = new Rectangle(); _wepBoxTarget = new Rectangle() { Width = 70, Height = 15, Y = +20 }; _nameBoxTarget.X = -_nameBoxTarget.Width / 2; _glassColor = SwinGame.RGBAColor(0, 0, 0, 0); _glassColorTarget = SwinGame.RGBAColor(250, 250, 255, 160); _healthColor = SwinGame.RGBAColor(0, 0, 0, 0); _healthColorTarget = SwinGame.RGBAColor(87, 128, 109, 200); _armourColor = SwinGame.RGBAColor(0, 0, 0, 0); _armourColorTarget = SwinGame.RGBAColor(124, 123, 127, 240); _textColor = SwinGame.RGBAColor(0, 0, 0, 0); _textColorTarget = SwinGame.RGBAColor(20, 20, 50, 140); _fuel = _maxFuel; _maxArmour = armour; _maxHealth = health; Artillery3R.Services.EntityManager.AddEntity(this); _state = new StateComponent <CharacterState>(CharacterState.Idle); _selectedWeapon = null; _physics.WindFrictionMult = 0.01f; _switchWeaponTimer = new Timer(20); _smokeCount = 0; }
public Player(string name, IInputMethod inputMethod) : base(name) { _inputMethod = inputMethod; _state = new StateComponent <PlayerState>(PlayerState.Idle); }