public Duel(string mapaEscolhido)
        {
            fight         = Game1.sContent.Load <Texture2D>("Fight");
            fightRect     = new Rectangle(fight.Bounds.X, fight.Bounds.Y, fight.Width + 416, fight.Height);
            fightPosition = new Vector2(Game1.mGraphics.PreferredBackBufferWidth / 2 - fight.Width / 2, Game1.mGraphics.PreferredBackBufferHeight / 2 - fight.Height / 2);

            ///////////////////////////////////////////////////

            win1        = Game1.sContent.Load <Texture2D>("P1WIN");
            win1Rect    = new Rectangle(win1.Bounds.X, win1.Bounds.Y, win1.Width, win1.Height);
            win2        = Game1.sContent.Load <Texture2D>("P2WIN");
            win2Rect    = new Rectangle(win2.Bounds.X, win2.Bounds.Y, win2.Width, win2.Height);
            winPosition = new Vector2(Game1.mGraphics.PreferredBackBufferWidth / 2 - win2.Width / 2, Game1.mGraphics.PreferredBackBufferHeight / 2 - win2.Height / 2);

            //////////////////////////////////////////////////
            this.nomeMapa = mapaEscolhido;
            mapa          = new Map(mapaSize, mapaPosition, nomeMapa);


            timUI = new TimerUI(new Vector2(Game1.mGraphics.PreferredBackBufferWidth, Game1.mGraphics.PreferredBackBufferHeight / 2), Game1.mGraphics.PreferredBackBufferWidth, Game1.mGraphics.PreferredBackBufferHeight);

            /*timer = new GameTimer(180.0f);
             * timer.Font = Game1.sContent.Load<SpriteFont>("Arial");
             * timer.Position = new Vector2((Game1.mGraphics.PreferredBackBufferWidth / 2) - timer.Font.MeasureString(timer.Text).X / 2, 0);*/

            if (nomeMapa.Equals("map1"))
            {
                charP.X  = 200;
                charP.Y  = 1000;
                char2P.X = 2500;
                char2P.Y = 1000;
            }
            else if (nomeMapa.Equals("map2"))
            {
                charP.X  = 500;
                charP.Y  = 750;
                char2P.X = 2200;
                char2P.Y = 750;
            }

            attacksPlayer1 = new AttackList();
            player1        = new Character("SpriteBrazilianRyu", charP, charS, 18, 32, 0, 1, SpriteEffects.None, false, mapa.ListaPlataformas, attacksPlayer1);


            attacksPlayer2 = new AttackList();
            player2        = new Character("SpriteBlackGayRyu", char2P, charS, 18, 32, 0, 2, SpriteEffects.FlipHorizontally, false, mapa.ListaPlataformas, attacksPlayer2);

            player1.SetInimigo(attacksPlayer2, player2.listHadouken);
            player2.SetInimigo(attacksPlayer1, player1.listHadouken);
        }
Beispiel #2
0
 public Character(string imageName, Vector2 cposition, Vector2 csize, int row, int col, int padding, int player,
                  SpriteEffects effect, bool ai, List <Plataforma> mapa, AttackList attacks) : base(imageName, cposition,
                                                                                                    csize, row, col, padding, effect)
 {
     mCurrentCharState = CharState.Idle;
     SetSpriteAnimation(0, 0, 0, 17, 2);
     position            = cposition;
     size                = csize;
     isGrounded          = false;
     hasAirJump          = true;
     isAttacking         = false;
     isAI                = ai;
     playerNumber        = player;
     valorX              = 0f;
     valorY              = 0f;
     xSpeed              = 10f;
     jumpSpeed           = 40f;
     gravity             = 2f;
     fallingSpeedLimiter = -40f;
     animationPlay       = false;
     playerHealth        = 100;
     airJumpCounter      = 0;
     airJumpDelay        = 12;
     SetKeys();
     this.mapa          = mapa;
     this.attacks       = attacks;
     movementKeyHistory = new Queue <Keys>();
     isRightDown        = false;
     isLeftDown         = false;
     isDownDown         = false;
     hasHadouken        = false;
     isCrouched         = false;
     comboCounter       = 0;
     comboDelay         = 50;
     invulFrames        = 60;
     listHadouken       = new List <Projectil>();
     this.effect        = effect;
 }
Beispiel #3
0
 public Character(string imageName, Vector2 cposition, Vector2 csize, List <Plataforma> mapa) : base(imageName, cposition,
                                                                                                     csize, 18, 32, 0, SpriteEffects.None)
 {
     playerNumber      = 1;
     mCurrentCharState = CharState.Idle;
     SetSpriteAnimation(0, 0, 0, 17, 2);
     position            = cposition;
     size                = csize;
     isGrounded          = false;
     hasAirJump          = true;
     isAttacking         = false;
     valorX              = 0f;
     valorY              = 0f;
     xSpeed              = 10f;
     jumpSpeed           = 40f;
     gravity             = 2f;
     fallingSpeedLimiter = -40f;
     animationPlay       = false;
     airJumpCounter      = 0;
     airJumpDelay        = 12;
     SetKeys();
     this.mapa          = mapa;
     movementKeyHistory = new Queue <Keys>();
     isRightDown        = false;
     isLeftDown         = false;
     isDownDown         = false;
     hasHadouken        = false;
     isCrouched         = false;
     comboCounter       = 0;
     comboDelay         = 50;
     invulFrames        = 60;
     attacks            = new AttackList();
     listHadouken       = new List <Projectil>();
     inimigoAttackList  = new AttackList();
     hInimigo           = new List <Projectil>();
     this.effect        = SpriteEffects.None;
 }
Beispiel #4
0
 public void SetInimigo(AttackList inimigo, List <Projectil> hInimigo)
 {
     this.inimigoAttackList = inimigo;
     this.hInimigo          = hInimigo;
 }