Beispiel #1
0
        public void checkLvlTrans()
        {
            Vector2 cCell = TileMap.GetCellByPixel(WorldCenter);

            if (TileMap.CellCodeValue(cCell).StartsWith("T_"))
            {
                string[] code = TileMap.CellCodeValue(cCell).Split('_');
                if (code.Length != 4)
                {
                    return;
                }
                LvlManager.LLevel(int.Parse(code[1]));
                WorldLocation           = new Vector2(int.Parse(code[2]) * TileMap.tWidth, int.Parse(code[3]) * TileMap.tHeight);
                LvlManager.BackLocation = worldLocation;
            }
        }
Beispiel #2
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            TileMap.Initialize(Content.Load <Texture2D>(@"Textures\PlatformTiles"));
            Camera.WorldRectangle = new Rectangle(0, 0, 200 * 64, 200 * 64);
            Camera.Position       = Vector2.Zero;
            Camera.ViewPortWidth  = 800;
            Camera.ViewPortHeight = 600;

            players[0]      = new Player(Content);
            players[0].xPos = 1;
            players[0].animations["afk"] = new AnitmaionLines(Content.Load <Texture2D>(@"Textures\Sprites\Player\Wizard"), 64, "afk");
            //make wizard
            players[1]      = new Player(Content);
            players[1].xPos = 2;
            players[1].hero = new Swordsman();
            players[1].animations["afk"] = new AnitmaionLines(Content.Load <Texture2D>(@"Textures\Sprites\Player\Knight"), 64, "afk");


            players[2]      = new Player(Content);
            players[2].xPos = 3;
            players[2].hero = new Monk();
            players[2].animations["afk"] = new AnitmaionLines(Content.Load <Texture2D>(@"Textures\Sprites\Player\Monk"), 64, "afk");

            HeroUIButton[] ui1 = new HeroUIButton[2];
            ui1[0] = new HeroUIButton(new Rectangle(10, 425, 64, 64), new Heal(Content.Load <Texture2D>(@"Textures\UInHUD\HeroSpells\heal")));
            ui1[1] = new HeroUIButton(new Rectangle(84, 425, 64, 64), new Sacrifice(Content.Load <Texture2D>(@"Textures\UInHUD\HeroSpells\heal")));

            players[2].ui.init(ui1);

            players[3]      = new Player(Content);
            players[3].xPos = 4;
            players[3].hero = new Bandit();
            players[3].animations["afk"] = new AnitmaionLines(Content.Load <Texture2D>(@"Textures\Sprites\Player\Thief"), 64, "afk");
            players[4]      = new Player(Content);
            players[4].xPos = 5;
            players[4].hero = new MiniWizard();
            players[4].animations["afk"] = new AnitmaionLines(Content.Load <Texture2D>(@"Textures\Sprites\Player\MiniWizard"), 64, "afk");

            players[0].isWizard = true;
            players[0].xPos     = 0;
            players[0].yPos     = 0;
            foreach (Player item in players)
            {
                item.hero.UpdateStats(item);
                item.hero.Init();
                if (item.hero.agility == 3 || item.hero.intelligence == 3)
                {
                    item.hero.equipment[0].range = 3;
                }
            }


            players[4].hero.ap = 0;
            currentTurn        = 4;

            LvlManager.Initialize(Content, players[0]);
            LvlManager.LLevel(0);
            font             = Content.Load <SpriteFont>(@"Fonts\Font");
            StupidClass.font = font;

            StupidClass.greenBox = Content.Load <Texture2D>(@"Textures\UInHUD\greenbox");
            StupidClass.redBox   = Content.Load <Texture2D>(@"Textures\UInHUD\redbox");

            TileMap.effectTextures.Add(Content.Load <Texture2D>(@"Textures\Sprites\Lines\invisLine"));
            TileMap.effectTextures.Add(Content.Load <Texture2D>(@"Textures\Sprites\TileEffects\fire"));

            Wizard.initialize(Content);
            Wizard.spells[0].tex = Content.Load <Texture2D>(@"Textures\UInHUD\WizardSpells\darkness");
            Wizard.spells[1].tex = Content.Load <Texture2D>(@"Textures\UInHUD\WizardSpells\fire");
            Wizard.spells[2].tex = Content.Load <Texture2D>(@"Textures\UInHUD\WizardSpells\glue");
            Wizard.spells[3].tex = Content.Load <Texture2D>(@"Textures\UInHUD\WizardSpells\teleport");
            Wizard.spells[4].tex = Content.Load <Texture2D>(@"Textures\UInHUD\WizardSpells\iceage");
            Wizard.spells[5].tex = Content.Load <Texture2D>(@"Textures\Sprites\Monsters\Ogre");
            Wizard.spells[6].tex = Content.Load <Texture2D>(@"Textures\Sprites\Monsters\Skeleton");
            Wizard.spells[7].tex = Content.Load <Texture2D>(@"Textures\Sprites\Monsters\Imp");

            TileMap.te.Add(Content.Load <Texture2D>(@"Textures\Sprites\TileEffects\fire"));
            TileMap.te.Add(Content.Load <Texture2D>(@"Textures\Sprites\TileEffects\glue"));
            TileMap.te.Add(Content.Load <Texture2D>(@"Textures\Sprites\TIleEffects\ice"));

            WizardUI.init(Content.Load <Texture2D>(@"Textures\UInHUD\mana"), Content.Load <Texture2D>(@"Textures\UInHUD\manabar"),
                          Content.Load <Texture2D>(@"Textures\UInHUD\warrows"), Content.Load <Texture2D>(@"Textures\UInHUD\WUI"));
        }
Beispiel #3
0
 public void reset()
 {
     LvlManager.LLevel(int.Parse("0"));
     WorldLocation           = new Vector2(int.Parse("0") * TileMap.tWidth, int.Parse("0") * TileMap.tHeight);
     LvlManager.BackLocation = worldLocation;
 }