Beispiel #1
0
        public void DrawLine(Vector2 a, Vector2 b, int thickness, Color color)
        {
            Vector2 start;
            Vector2 end;

            if (a.X < b.X)
            {
                start = a;
                end   = b;
            }
            else
            {
                start = b;
                end   = a;
            }
            float angle = (float)Math.Atan2((double)(end.Y - start.Y),
                                            (double)(end.X - start.X));


            //this.Draw(GraphicsDispenser.getTexture("pixel_bmp"), start, new Vector2(a.X + (b - a).Length, a.Y)
            this.Draw(GraphicsDispenser.getTexture("pixel_bmp")
                      //, new Rectangle(start.X, start.Y, (int)((end - start).Length()), start.Y)
                      , new Rectangle((int)start.X
                                      , (int)start.Y
                                      , (int)((end - start).Length())
                                      , thickness)
                      , null
                      , color
                      , angle
                      , Vector2.Zero
                      , SpriteEffects.None
                      , 0f);
        }
Beispiel #2
0
        protected void LoadData()
        {
            player = new Player(new Vector2(0, 0), "player_bmp");
            player.Graphic.Texture = GraphicsDispenser.getTexture("player_bmp");
            player.AddSkill(new Skill(SkillNames.MEDICAL_SKILL));

            player.Inventory.Add(ItemFactory.CreateDefaultItem());
            player.Inventory.Add(ItemFactory.CreateDefaultItem());
            player.Inventory.Add(ItemFactory.CreateDefaultItem());

            player.Inventory.Add(ItemFactory.CreateBandage(player));
            player.Inventory.Add(ItemFactory.CreateBandage(player));

            Weapon sword2 = WeaponFactory.CreateSword();

            sword2.Name = "OTHER Sword";
            player.Inventory.Add(sword2);
            player.Inventory.Add(WeaponFactory.CreateSword());



            map = new Map(80, 80);
            map.GetBlockAt(5, 5).AddObject(player);
            MapGenerator.map = map;
            MapGenerator.CreateWoodenBuilding(10, 10, 30, 30);

            Light l = new Light(80, Color.Blue);

            map.AddObjectAt(l, 21, 23);

            Door d = new Door("door_closed_bmp");

            d.Interaction = new UseDoorPAbility(d);
            map.GetBlockAt(5, 10).AddObject(d);

            camera = new Camera(player, Game.VISBLE_MAP_WIDTH, Game.VISBLE_MAP_HEIGHT, map);

            Zombie z = EntityFactory.CreateZombie(player);

            z.ChangeStateTo(ZombieStateNames.SEARCH_STATE, player.Location);
            entities.Add(z);
            map.GetBlockAt(6, 6).AddObject(z);
            MapGenerator.PutZombiesEverywhere(100, player);

            Item item = new Item("item_bmp");

            map.GetBlockAt(3, 3).AddObject(item);

            MessageBus.Instance.AddMessage(new DominatingMessage(player, z, item));
        }
Beispiel #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            Logger.Log("Loading Content");
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new ZSpriteBatch(GraphicsDevice);

            GraphicsDispenser.LoadTextureData(Content);
            GraphicsDispenser.LoadFontData(Content);

            MessageLog.Font = GraphicsDispenser.GetFont("MessageBarFont");
            LoadData();
            StateFactory.Init(this);
            this.AddState(StateFactory.CreatePlayState(camera));
        }
Beispiel #4
0
        public Game()
            : base()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth  = 1024;
            graphics.PreferredBackBufferHeight = 768;
            graphics.ApplyChanges();


            GraphicsDispenser.initialize();


            //inputHandler = InputHandler.Instance;
            Content.RootDirectory = "Content";

            entities            = new List <Entity>();
            states              = new LinkedList <GameState>();
            this.IsMouseVisible = true;
        }
Beispiel #5
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new ZSpriteBatch(GraphicsDevice);

            DirectoryInfo di = new DirectoryInfo(Content.RootDirectory);

            foreach (FileInfo fi in di.GetFiles("*_bmp.xnb"))
            {
                GraphicsDispenser.addTexture(fi.Name.Remove(fi.Name.Length - 4), Content.Load <Texture2D>(Content.RootDirectory + "/" + fi.Name.Remove(fi.Name.Length - 4)));
            }

            font = Content.Load <SpriteFont>("Courier New");
            GraphicsDispenser.AddFont("Courier New", font);
            GraphicsDispenser.AddFont("Default", font);
            MessageLog.Font = font;
            LoadData();
            StateFactory.Init(this);
            this.AddState(StateFactory.CreatePlayState(camera));
        }
Beispiel #6
0
        /// <summary>
        /// Render map centered on focus with line of sight
        /// </summary>
        public void Draw(ZSpriteBatch spriteBatch)
        {
            UpdateLoS();

            // draw map
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    //spriteBatch.Draw(map.GetBlockAt(x, y).Graphic.Texture, new Vector2(x * Game.MAP_BLOCK_SIZE, y * Game.MAP_BLOCK_SIZE), Color.White);
                    //player.Location.Coordinates.X + x, y);
                    //Coord coord = new Coord(focus.Location.Coordinates.X + x - Game.VISIBLE_MAP_OFFSET, focus.Location.Coordinates.Y + y - Game.VISIBLE_MAP_OFFSET);
                    Coord coord = this[x, y];
                    int   r     = GameMap.LightMap[x, y].R;
                    if (map.IsInMap(coord) && visiblePositions[x, y])
                    {
                        Texture2D texture = map.GetBlockAt(coord).Graphic.Texture;
                        spriteBatch.Draw(texture,
                                         new Rectangle(x * Game.MAP_BLOCK_SIZE, y * Game.MAP_BLOCK_SIZE, Game.MAP_BLOCK_SIZE, Game.MAP_BLOCK_SIZE),
                                         GameMap.LightMap[coord.X, coord.Y]);
                    }
                    else if (map.IsInMap(coord))
                    {
                        Texture2D texture = map.GetBlockAt(coord).Graphic.Texture;
                        spriteBatch.DrawRectangle(x * Game.MAP_BLOCK_SIZE, y * Game.MAP_BLOCK_SIZE, Game.MAP_BLOCK_SIZE, Game.MAP_BLOCK_SIZE, Color.Gray);
                        //spriteBatch.Draw(texture,
                        //                 new Rectangle(x * Game.MAP_BLOCK_SIZE, y * Game.MAP_BLOCK_SIZE, Game.MAP_BLOCK_SIZE, Game.MAP_BLOCK_SIZE),
                        //                 Color.White);
                    }
                    else
                    {
                        spriteBatch.Draw(GraphicsDispenser.getTexture("void_bmp"),
                                         new Rectangle(x * Game.MAP_BLOCK_SIZE, y * Game.MAP_BLOCK_SIZE, Game.MAP_BLOCK_SIZE, Game.MAP_BLOCK_SIZE),
                                         Color.White);
                    }
                }
            }
            this.ResetVision();
        }
Beispiel #7
0
 public Sprite(string nImgLoc)
 {
     imgLoc  = nImgLoc;
     texture = GraphicsDispenser.GetTexture(nImgLoc);
 }