public AnimationManager(LoderGame game) { _game = game; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _default = _content.Load<Texture2D>("animations/no_texture"); _animations = new Dictionary<string, Dictionary<string, List<Texture2D>>>(); _offsets = new Dictionary<string, Dictionary<string, List<Vector2>>>(); _fps = new Dictionary<string, Dictionary<string, float>>(); loadAnimation("main_character", "walk_left", "0", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "1", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "2", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "3", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "4", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "5", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "6", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "7", new Vector2(0.5f, 0.65f)); setFPS("main_character", "walk_left", 24); loadAnimation("main_character", "walk_right", "0", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "1", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "2", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "3", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "4", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "5", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "6", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "7", new Vector2(0.5f, 0.65f)); setFPS("main_character", "walk_right", 24); loadAnimation("main_character", "idle", "0", new Vector2(0.5f, 0.65f)); setFPS("main_character", "idle", 24); }
public AnimationManager(LoderGame game) { _game = game; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _default = _content.Load <Texture2D>("animations/no_texture"); _animations = new Dictionary <string, Dictionary <string, List <Texture2D> > >(); _offsets = new Dictionary <string, Dictionary <string, List <Vector2> > >(); _fps = new Dictionary <string, Dictionary <string, float> >(); loadAnimation("main_character", "walk_left", "0", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "1", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "2", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "3", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "4", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "5", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "6", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_left", "7", new Vector2(0.5f, 0.65f)); setFPS("main_character", "walk_left", 24); loadAnimation("main_character", "walk_right", "0", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "1", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "2", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "3", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "4", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "5", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "6", new Vector2(0.5f, 0.65f)); loadAnimation("main_character", "walk_right", "7", new Vector2(0.5f, 0.65f)); setFPS("main_character", "walk_right", 24); loadAnimation("main_character", "idle", "0", new Vector2(0.5f, 0.65f)); setFPS("main_character", "idle", 24); }
public LevelScreen(LoderGame game, SystemManager systemManager, EntityManager entityManager) : base(game.screenSystem, ScreenType.Level) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _levelSystem = (LevelSystem)_systemManager.getSystem(SystemType.Level); _content = new ContentManager(_game.Services); _content.RootDirectory = "Content"; _equipmentSystem = (EquipmentSystem)_systemManager.getSystem(SystemType.Equipment); _playerId = PlayerSystem.PLAYER_ID; _pixel = new Texture2D(_game.GraphicsDevice, 1, 1); _pixel.SetData <Color>(new[] { Color.White }); _arial = _content.Load <SpriteFont>("arial"); _dialogePanes = new List <InteractiveDialoguePane>(); _dialogueFont = _content.Load <SpriteFont>("shared_ui/dialogue_font"); _dialogueOptionFont = _content.Load <SpriteFont>("shared_ui/dialogue_option_font"); ToolbarComponent toolbarComponent = (ToolbarComponent)_entityManager.getComponent(LevelSystem.currentLevelUid, _playerId, ComponentType.Toolbar); _toolbarDisplay = new ToolbarDisplay(_game.spriteBatch, _equipmentSystem, toolbarComponent); _inventoryDisplay = new InventoryDisplay(_game.spriteBatch, _equipmentSystem, (InventoryComponent)_entityManager.getComponent(LevelSystem.currentLevelUid, _playerId, ComponentType.Inventory), toolbarComponent); _inventoryDisplay.inFocus = false; _toolbarDisplay.inFocus = true; _healthBar = new LargeHealthBar(_game.spriteBatch); }
public WorldMapScreen(LoderGame game, SystemManager systemManager) : base(game.screenSystem, ScreenType.WorldMap) { _game = game; _systemManager = systemManager; _scale = 1f; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _fogEffect = _content.Load<Effect>("fog_effect"); _pathTexture = _content.Load<Texture2D>("world_map/path"); _pathTextureOrigin = new Vector2(_pathTexture.Width, _pathTexture.Height) / 2f; _antiFogBrush = _content.Load<Texture2D>("world_map/anti_fog_brush"); _antiFogBrushOrigin = new Vector2(_antiFogBrush.Width, _antiFogBrush.Height) / 2f; _levelSelectIcon = _content.Load<Texture2D>("world_map/level_select_icon"); _levelSelectIconHalfSize = new Vector2(_levelSelectIcon.Width, _levelSelectIcon.Height) / 2f; _levelSelectIconSelectedColor = Color.Yellow; _levelSelectIconDeselectedColor = Color.White * 0.8f; _levelSelectIconColor = _levelSelectIconDeselectedColor; _levelSelectTitleFont = _content.Load<SpriteFont>("world_map/level_select_title"); _levelSelectDescriptionFont = _content.Load<SpriteFont>("world_map/level_select_description"); _halfScreenSize = new Vector2(_spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height) / 2f; _fogRT = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height); _antiFogRT = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height); }
public RenderSystem(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _animationManager = game.animationManager; //_sortedRenderablePrimitives = new SortedDictionary<float, List<IRenderablePrimitive>>(); _cameraSystem = _systemManager.getSystem(SystemType.Camera) as CameraSystem; _graphicsDevice = game.GraphicsDevice; _spriteBatch = game.spriteBatch; _backgroundRenderer = new BackgroundRenderer(_spriteBatch); _fluidRenderTarget = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _renderedFluid = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _debugFluid = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _postSourceUnder = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _postSourceOver = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _contentManager = new ContentManager(game.Services); _contentManager.RootDirectory = "Content"; _fluidEffect = _contentManager.Load<Effect>("fluid_effect"); _fluidParticleTexture = _contentManager.Load<Texture2D>("fluid_particle"); _reticle = _contentManager.Load<Texture2D>("reticle"); _materialRenderer = new MaterialRenderer(game.GraphicsDevice, _contentManager, game.spriteBatch); _primitivesEffect = _contentManager.Load<Effect>("effects/primitives"); _pixel = new Texture2D(_graphicsDevice, 1, 1); _pixel.SetData<Color>(new [] { Color.White }); _circle = _contentManager.Load<Texture2D>("circle"); _tooltipFont = _contentManager.Load<SpriteFont>("shared_ui/tooltip_font"); }
public WorldMapScreen(LoderGame game, SystemManager systemManager) : base(game.screenSystem, ScreenType.WorldMap) { _game = game; _systemManager = systemManager; _scale = 1f; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _fogEffect = _content.Load <Effect>("fog_effect"); _pathTexture = _content.Load <Texture2D>("world_map/path"); _pathTextureOrigin = new Vector2(_pathTexture.Width, _pathTexture.Height) / 2f; _antiFogBrush = _content.Load <Texture2D>("world_map/anti_fog_brush"); _antiFogBrushOrigin = new Vector2(_antiFogBrush.Width, _antiFogBrush.Height) / 2f; _levelSelectIcon = _content.Load <Texture2D>("world_map/level_select_icon"); _levelSelectIconHalfSize = new Vector2(_levelSelectIcon.Width, _levelSelectIcon.Height) / 2f; _levelSelectIconSelectedColor = Color.Yellow; _levelSelectIconDeselectedColor = Color.White * 0.8f; _levelSelectIconColor = _levelSelectIconDeselectedColor; _levelSelectTitleFont = _content.Load <SpriteFont>("world_map/level_select_title"); _levelSelectDescriptionFont = _content.Load <SpriteFont>("world_map/level_select_description"); _halfScreenSize = new Vector2(_spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height) / 2f; _fogRT = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height); _antiFogRT = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height); }
public LoadGameScreen(LoderGame game) : base(game.screenSystem, ScreenType.LoadGameMenu) { _game = game; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _savedGameFont = _content.Load<SpriteFont>("load_game_menu/saved_game_font"); _confirmationFont = _content.Load<SpriteFont>("shared_ui/confirmation_font"); _savedGameButtons = new List<LabelTextureButton>(); _deleteGameButtons = new List<TextureButton>(); _container = new BluePane( this, UIAlignment.MiddleCenter, 0, 0, 545, 400); _cancelButton = new TextureButton( this, _spriteBatch, UIAlignment.MiddleCenter, 135, 180, _content.Load<Texture2D>("shared_ui/cancel_button_over"), _content.Load<Texture2D>("shared_ui/cancel_button"), new Rectangle(0, 0, 152, 33), () => { _game.closeLoadGameMenu(); _game.openMainMenu(); }); }
public LoadGameScreen(LoderGame game) : base(game.screenSystem, ScreenType.LoadGameMenu) { _game = game; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _savedGameFont = _content.Load <SpriteFont>("load_game_menu/saved_game_font"); _confirmationFont = _content.Load <SpriteFont>("shared_ui/confirmation_font"); _savedGameButtons = new List <LabelTextureButton>(); _deleteGameButtons = new List <TextureButton>(); _container = new BluePane( this, UIAlignment.MiddleCenter, 0, 0, 545, 400); _cancelButton = new TextureButton( this, _spriteBatch, UIAlignment.MiddleCenter, 135, 180, _content.Load <Texture2D>("shared_ui/cancel_button_over"), _content.Load <Texture2D>("shared_ui/cancel_button"), new Rectangle(0, 0, 152, 33), () => { _game.closeLoadGameMenu(); _game.openMainMenu(); }); }
public LevelScreen(LoderGame game, SystemManager systemManager, EntityManager entityManager) : base(game.screenSystem, ScreenType.Level) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _levelSystem = (LevelSystem)_systemManager.getSystem(SystemType.Level); _content = new ContentManager(_game.Services); _content.RootDirectory = "Content"; _equipmentSystem = (EquipmentSystem)_systemManager.getSystem(SystemType.Equipment); _playerId = PlayerSystem.PLAYER_ID; _pixel = new Texture2D(_game.GraphicsDevice, 1, 1); _pixel.SetData<Color>(new[] { Color.White }); _arial = _content.Load<SpriteFont>("arial"); _dialogePanes = new List<InteractiveDialoguePane>(); _dialogueFont = _content.Load<SpriteFont>("shared_ui/dialogue_font"); _dialogueOptionFont = _content.Load<SpriteFont>("shared_ui/dialogue_option_font"); ToolbarComponent toolbarComponent = (ToolbarComponent)_entityManager.getComponent(LevelSystem.currentLevelUid, _playerId, ComponentType.Toolbar); _toolbarDisplay = new ToolbarDisplay(_game.spriteBatch, _equipmentSystem, toolbarComponent); _inventoryDisplay = new InventoryDisplay(_game.spriteBatch, _equipmentSystem, (InventoryComponent)_entityManager.getComponent(LevelSystem.currentLevelUid, _playerId, ComponentType.Inventory), toolbarComponent); _inventoryDisplay.inFocus = false; _toolbarDisplay.inFocus = true; _healthBar = new LargeHealthBar(_game.spriteBatch); }
public RenderSystem(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _animationManager = game.animationManager; //_sortedRenderablePrimitives = new SortedDictionary<float, List<IRenderablePrimitive>>(); _cameraSystem = _systemManager.getSystem(SystemType.Camera) as CameraSystem; _graphicsDevice = game.GraphicsDevice; _spriteBatch = game.spriteBatch; _backgroundRenderer = new BackgroundRenderer(_spriteBatch); _fluidRenderTarget = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _renderedFluid = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _debugFluid = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _postSourceUnder = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _postSourceOver = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _contentManager = new ContentManager(game.Services); _contentManager.RootDirectory = "Content"; _fluidEffect = _contentManager.Load <Effect>("fluid_effect"); _fluidParticleTexture = _contentManager.Load <Texture2D>("fluid_particle"); _reticle = _contentManager.Load <Texture2D>("reticle"); _materialRenderer = new MaterialRenderer(game.GraphicsDevice, _contentManager, game.spriteBatch); _primitivesEffect = _contentManager.Load <Effect>("effects/primitives"); _pixel = new Texture2D(_graphicsDevice, 1, 1); _pixel.SetData <Color>(new [] { Color.White }); _circle = _contentManager.Load <Texture2D>("circle"); _tooltipFont = _contentManager.Load <SpriteFont>("shared_ui/tooltip_font"); }
public PlayerCreationScreen(LoderGame game) : base(game.screenSystem, ScreenType.PlayerCreation) { _game = game; _content = new ContentManager(game.Services, "Content"); _titleFont = _content.Load<SpriteFont>("player_creation_screen/title_font"); _letterFont = _content.Load<SpriteFont>("shared_ui/dialogue_font"); _namePreview = new NamePreview(this, _letterFont, UIAlignment.MiddleCenter, -200, -122, _maxLetters); _nameInputPane = new NameInputPane(this, _letterFont, UIAlignment.MiddleCenter, 0, 98, 648, 320, _maxLetters); _title = new Label( this, _titleFont, UIAlignment.MiddleCenter, 0, -180, TextAlignment.Center, "Please choose a name", 2); _cancelButton = new TextureButton( this, _spriteBatch, UIAlignment.MiddleCenter, 24, 240, _content.Load<Texture2D>("shared_ui/cancel_button_over"), _content.Load<Texture2D>("shared_ui/cancel_button"), new Rectangle(0, 0, 152, 33), () => { _game.closePlayerCreationScreen(); _game.openMainMenu(); }); _createButton = new TextureButton( this, _spriteBatch, UIAlignment.MiddleCenter, 184, 240, _content.Load<Texture2D>("player_creation_screen/create_button_over"), _content.Load<Texture2D>("player_creation_screen/create_button"), new Rectangle(0, 0, 152, 33), () => { _game.closePlayerCreationScreen(); _screenSystem.addTransition(new ScreenFadeOutTransition(this, Color.Black, true, 0.05f, null, () => { int playerSlot; _game.startPersistentSystems(); _game.playerSystem.createPlayer(); playerSlot = DataManager.createPlayerData(_nameInputPane.name); DataManager.loadPlayerData(playerSlot); _game.loadLevel("dagny_house"); //_game.openWorldMap(); })); }); }
public PlayerCreationScreen(LoderGame game) : base(game.screenSystem, ScreenType.PlayerCreation) { _game = game; _content = new ContentManager(game.Services, "Content"); _titleFont = _content.Load <SpriteFont>("player_creation_screen/title_font"); _letterFont = _content.Load <SpriteFont>("shared_ui/dialogue_font"); _namePreview = new NamePreview(this, _letterFont, UIAlignment.MiddleCenter, -200, -122, _maxLetters); _nameInputPane = new NameInputPane(this, _letterFont, UIAlignment.MiddleCenter, 0, 98, 648, 320, _maxLetters); _title = new Label( this, _titleFont, UIAlignment.MiddleCenter, 0, -180, TextAlignment.Center, "Please choose a name", 2); _cancelButton = new TextureButton( this, _spriteBatch, UIAlignment.MiddleCenter, 24, 240, _content.Load <Texture2D>("shared_ui/cancel_button_over"), _content.Load <Texture2D>("shared_ui/cancel_button"), new Rectangle(0, 0, 152, 33), () => { _game.closePlayerCreationScreen(); _game.openMainMenu(); }); _createButton = new TextureButton( this, _spriteBatch, UIAlignment.MiddleCenter, 184, 240, _content.Load <Texture2D>("player_creation_screen/create_button_over"), _content.Load <Texture2D>("player_creation_screen/create_button"), new Rectangle(0, 0, 152, 33), () => { _game.closePlayerCreationScreen(); _screenSystem.addTransition(new ScreenFadeOutTransition(this, Color.Black, true, 0.05f, null, () => { int playerSlot; _game.startPersistentSystems(); _game.playerSystem.createPlayer(); playerSlot = DataManager.createPlayerData(_nameInputPane.name); DataManager.loadPlayerData(playerSlot); _game.loadLevel("dagny_house"); //_game.openWorldMap(); })); }); }
public LoadingScreen(LoderGame game) : base(game.screenSystem, ScreenType.Loading) { _textures = new List<Texture2D>(); _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; for (int i = 0; i < 10; i++) { _textures.Add(_content.Load<Texture2D>(string.Format("loading_screen/gear_{0}", i))); } _background = _content.Load<Texture2D>("loading_screen/background"); _titleFont = _content.Load<SpriteFont>("loading_screen/title"); _messageFont = _content.Load<SpriteFont>("loading_screen/message"); _title = new Label( this, _titleFont, UIAlignment.TopLeft, 32, 32, TextAlignment.Left, "Loading", 4); _title.layerDepth = 0.1f; _message = new Label( this, _messageFont, UIAlignment.BottomRight, -50, -90, TextAlignment.Right, "Loading level data...", 2); _message.layerDepth = 0.1f; _progressBar = new ProgressBar( this, UIAlignment.BottomRight, -590, -64); _progressBar.layerDepth = 0.1f; }
public LoadingScreen(LoderGame game) : base(game.screenSystem, ScreenType.Loading) { _textures = new List <Texture2D>(); _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; for (int i = 0; i < 10; i++) { _textures.Add(_content.Load <Texture2D>(string.Format("loading_screen/gear_{0}", i))); } _background = _content.Load <Texture2D>("loading_screen/background"); _titleFont = _content.Load <SpriteFont>("loading_screen/title"); _messageFont = _content.Load <SpriteFont>("loading_screen/message"); _title = new Label( this, _titleFont, UIAlignment.TopLeft, 32, 32, TextAlignment.Left, "Loading", 4); _title.layerDepth = 0.1f; _message = new Label( this, _messageFont, UIAlignment.BottomRight, -50, -90, TextAlignment.Right, "Loading level data...", 2); _message.layerDepth = 0.1f; _progressBar = new ProgressBar( this, UIAlignment.BottomRight, -590, -64); _progressBar.layerDepth = 0.1f; }
public OptionsMenuScreen(LoderGame game) : base(game.screenSystem, ScreenType.OptionsMenu) { _game = game; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _categoryTitleFont = _content.Load <SpriteFont>("options_menu/category_title_font"); _optionsFont = _content.Load <SpriteFont>("options_menu/options_font"); _leftArrows = _content.Load <Texture2D>("shared_ui/left_arrows"); _leftArrowsOver = _content.Load <Texture2D>("shared_ui/left_arrows_over"); _rightArrows = _content.Load <Texture2D>("shared_ui/right_arrows"); _rightArrowsOver = _content.Load <Texture2D>("shared_ui/right_arrows_over"); _generalButtons = new List <TextureButton>(); _optionsColor = new Color(0.8f, 0.8f, 0.8f); _availableResolutions = new List <Resolution>(); loadSettings(); createInterfaceElements(); createVideoElements(); createAudioElements(); createControlsElements(); }
public OptionsMenuScreen(LoderGame game) : base(game.screenSystem, ScreenType.OptionsMenu) { _game = game; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _categoryTitleFont = _content.Load<SpriteFont>("options_menu/category_title_font"); _optionsFont = _content.Load<SpriteFont>("options_menu/options_font"); _leftArrows = _content.Load<Texture2D>("shared_ui/left_arrows"); _leftArrowsOver = _content.Load<Texture2D>("shared_ui/left_arrows_over"); _rightArrows = _content.Load<Texture2D>("shared_ui/right_arrows"); _rightArrowsOver = _content.Load<Texture2D>("shared_ui/right_arrows_over"); _generalButtons = new List<TextureButton>(); _optionsColor = new Color(0.8f, 0.8f, 0.8f); _availableResolutions = new List<Resolution>(); loadSettings(); createInterfaceElements(); createVideoElements(); createAudioElements(); createControlsElements(); }
// Initialize public static void initialize(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; if (!Directory.Exists(_rootDirectory)) { Directory.CreateDirectory(_rootDirectory); } if (!Directory.Exists(_settingsDirectory)) { Directory.CreateDirectory(_settingsDirectory); } if (!Directory.Exists(_playersDirectory)) { Directory.CreateDirectory(_playersDirectory); } _customFlags = new Dictionary <string, bool>(); _customValues = new Dictionary <string, int>(); _customStrings = new Dictionary <string, string>(); }
public LevelSystem(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _scriptManager = _game.scriptManager; //_regionGoals = new Dictionary<int, Goal>(); //_eventGoals = new Dictionary<GameEventType, Dictionary<int, Goal>>(); //_completedGoals = new Dictionary<int, Goal>(); _levelBoundaries = new Dictionary <string, AABB>(); _fallbackLevelBoundaries = new Dictionary <string, AABB>(); _boundaryMargin = new Vector2(50f, 50f); _levelsData = new Dictionary <string, XElement>(); _firstPassEntities = new Dictionary <string, List <XElement> >(); _secondPassEntities = new Dictionary <string, List <XElement> >(); _thirdPassEntities = new Dictionary <string, List <XElement> >(); _numEntities = new Dictionary <string, int>(); _numEntitiesProcessed = new Dictionary <string, int>(); _backgrounds = new Dictionary <string, Background>(); _finishedLoading = new Dictionary <string, bool>(); _spawnPositions = new Dictionary <string, Vector2>(); _loadedLevels = new List <string>(); }
public LevelSystem(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _scriptManager = _game.scriptManager; //_regionGoals = new Dictionary<int, Goal>(); //_eventGoals = new Dictionary<GameEventType, Dictionary<int, Goal>>(); //_completedGoals = new Dictionary<int, Goal>(); _levelBoundaries = new Dictionary<string, AABB>(); _fallbackLevelBoundaries = new Dictionary<string, AABB>(); _boundaryMargin = new Vector2(50f, 50f); _levelsData = new Dictionary<string, XElement>(); _firstPassEntities = new Dictionary<string, List<XElement>>(); _secondPassEntities = new Dictionary<string, List<XElement>>(); _thirdPassEntities = new Dictionary<string, List<XElement>>(); _numEntities = new Dictionary<string, int>(); _numEntitiesProcessed = new Dictionary<string, int>(); _backgrounds = new Dictionary<string, Background>(); _finishedLoading = new Dictionary<string, bool>(); _spawnPositions = new Dictionary<string, Vector2>(); _loadedLevels = new List<string>(); }
// Initialize public static void initialize(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; if (!Directory.Exists(_rootDirectory)) Directory.CreateDirectory(_rootDirectory); if (!Directory.Exists(_settingsDirectory)) Directory.CreateDirectory(_settingsDirectory); if (!Directory.Exists(_playersDirectory)) Directory.CreateDirectory(_playersDirectory); _customFlags = new Dictionary<string, bool>(); _customValues = new Dictionary<string, int>(); _customStrings = new Dictionary<string, string>(); }
public MainMenuScreen(LoderGame game) : base(game.screenSystem, ScreenType.MainMenu) { _game = game; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _buttonsBackground = _content.Load <Texture2D>("main_menu/buttons_background"); _buttons = new List <TextureButton>(); Func <int> yOffset = () => { return(182 + 81 * _buttons.Count); }; Rectangle localHitBox = new Rectangle(20, 0, 198, 68); _buttons.Add(new TextureButton( this, _spriteBatch, UIAlignment.TopLeft, 20, yOffset(), _content.Load <Texture2D>("main_menu/new_game_over"), _content.Load <Texture2D>("main_menu/new_game"), localHitBox, () => { Logger.log("New game button clicked."); _game.closeMainMenu(); _game.openPlayerCreationScreen(); })); _buttons.Add(new TextureButton( this, _spriteBatch, UIAlignment.TopLeft, 20, yOffset(), _content.Load <Texture2D>("main_menu/load_game_over"), _content.Load <Texture2D>("main_menu/load_game"), localHitBox, () => { Logger.log("Load game button clicked."); _game.closeMainMenu(); _game.openLoadGameMenu(); })); _buttons.Add(new TextureButton( this, _spriteBatch, UIAlignment.TopLeft, 20, yOffset(), _content.Load <Texture2D>("main_menu/options_over"), _content.Load <Texture2D>("main_menu/options"), localHitBox, () => { Logger.log("Options button clicked."); _game.closeMainMenu(); _game.openOptionsMenu(); })); _buttons.Add(new TextureButton( this, _spriteBatch, UIAlignment.TopLeft, 20, yOffset(), _content.Load <Texture2D>("main_menu/quit_game_over"), _content.Load <Texture2D>("main_menu/quit_game"), localHitBox, () => { _game.Exit(); })); }
public MainMenuScreen(LoderGame game) : base(game.screenSystem, ScreenType.MainMenu) { _game = game; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _buttonsBackground = _content.Load<Texture2D>("main_menu/buttons_background"); _buttons = new List<TextureButton>(); Func<int> yOffset = () => { return 182 + 81 * _buttons.Count; }; Rectangle localHitBox = new Rectangle(20, 0, 198, 68); _buttons.Add(new TextureButton( this, _spriteBatch, UIAlignment.TopLeft, 20, yOffset(), _content.Load<Texture2D>("main_menu/new_game_over"), _content.Load<Texture2D>("main_menu/new_game"), localHitBox, () => { Logger.log("New game button clicked."); _game.closeMainMenu(); _game.openPlayerCreationScreen(); })); _buttons.Add(new TextureButton( this, _spriteBatch, UIAlignment.TopLeft, 20, yOffset(), _content.Load<Texture2D>("main_menu/load_game_over"), _content.Load<Texture2D>("main_menu/load_game"), localHitBox, () => { Logger.log("Load game button clicked."); _game.closeMainMenu(); _game.openLoadGameMenu(); })); _buttons.Add(new TextureButton( this, _spriteBatch, UIAlignment.TopLeft, 20, yOffset(), _content.Load<Texture2D>("main_menu/options_over"), _content.Load<Texture2D>("main_menu/options"), localHitBox, () => { Logger.log("Options button clicked."); _game.closeMainMenu(); _game.openOptionsMenu(); })); _buttons.Add(new TextureButton( this, _spriteBatch, UIAlignment.TopLeft, 20, yOffset(), _content.Load<Texture2D>("main_menu/quit_game_over"), _content.Load<Texture2D>("main_menu/quit_game"), localHitBox, () => { _game.Exit(); })); }