Example #1
0
 public Player(SpriteFont font, TileMap map, SceneObjectParent parent, SpriteImage[] simage, float pixelPerSecSpeed = 0)
     : base(map, parent, simage, pixelPerSecSpeed)
 {
     Vector2 sz = simage[0].GetCurrentImageSize();
     SetHandle(new Vector2(sz.X / 2, sz.Y / 2));
     Registry.Require<GraphicsDeviceManager>();
     gmgr = Registry.Lookup<GraphicsDeviceManager>();
     this.font = font;
 }
Example #2
0
        public Tank(Game game, SceneObjectParent parent,TileMap tileMap)
            : base(tileMap,parent,GetImage(game))
        {
            Texture2D tankTurretImage = game.Content.Load<Texture2D>(@"Textures/TankTurret");

            tankTurret = new BasicSprite(this, tankTurretImage);
            this.SetHandle(new Vector2(GetImage(game).Width / 2, GetImage(game).Height / 2));
            tankTurret.SetLocalPosition(new Vector2(GetImage(game).Width / 2, GetImage(game).Height / 2));
            tankTurret.SetHandle(new Vector2(7, 7));
            tankTurret.SetLocalRotation((float)Math.PI / 4);
            this.tileMap = tileMap;
        }
Example #3
0
 /// <summary>
 /// This is the constructor for a Tank object
 /// </summary>
 /// <param name="game">The Game to use to load the assets</param>
 /// <param name="parent">The parent scene object to make the tank
 /// a child of</param>
 /// <param name="tileMap">The tilemap to scroll when we get too close to an edge</param>
 public Tank(Game game, SceneObjectParent parent,TileMap tileMap)
     : base(tileMap,parent)
 {
     //Load the images of the tank body and turret
     Texture2D tankBodyImage = game.Content.Load<Texture2D>(@"Textures/TankBody");
     Texture2D tankTurretImage = game.Content.Load<Texture2D>(@"Textures/TankTurret");
     // Now make the tank body a basicSprite that is a child of the Tank
     tankBody = new BasicSprite(this, tankBodyImage);
     // Now make the tank turret a BasicSprite that is a child of the body
     tankTurret = new BasicSprite(tankBody, tankTurretImage);
     // set the rotation and translation origin of the tank body at its center
     tankBody.SetHandle(new Vector2(tankBodyImage.Width / 2, tankBodyImage.Height / 2));
     // set the turret's origin at the approximate center of the round part
     tankTurret.SetHandle(new Vector2(7, 7));
     // set the turret's position as being at the center of the tank
     tankTurret.SetLocalPosition(new Vector2(tankBodyImage.Width / 2, tankBodyImage.Height / 2));
     // save the tile map
     this.tileMap = tileMap;
 }
Example #4
0
 public Monster(TileMap map, SceneObjectParent parent, Texture2D image, 
     float moveSpeed, Dictionary<string, string> properties)
     : base(map,parent,image,moveSpeed)
 {
     SetHandle(new Vector2(image.Width/2,image.Height/2));
     foreach (string key in properties.Keys)
     {
         switch (key)
         {
             case "AI":
                 switch (properties[key])
                 {
                     case "BackAndForth":
                         ai = new BackAndForthAI(this,properties);
                         break;
                 }
                 break;
         }
     }
 }
Example #5
0
 /// <summary>
 /// This creates a sprite with the passed in image
 /// </summary>
 /// <param name="parent">The parent scene graph object</param>
 /// <param name="image">The image to draw for the sprite</param>
 public BasicSprite(SceneObjectParent parent, SpriteImage simage)
     : base(parent)
 {
     this.image = simage;
 }
Example #6
0
 public TextSprite(TileMap map, SceneObjectParent parent, SpriteFont font, string text)
     : base(map,parent)
 {
     this.font = font;
     this.text = text;
 }
Example #7
0
 /// <summary>
 /// <summary>
 /// This creates a sprite with no image
 /// Note that the Scenegraph itself is a SceneObjectParent and represents
 /// the root of the scenegraph
 /// </summary>
 /// <param name="parent">The parent scene graph object</param>
 public BasicSprite(SceneObjectParent parent)
     : base(parent)
 {
     this.image = null;
 }
Example #8
0
 /// <summary>
 /// This creates a sprite with the passed in image
 /// </summary>
 /// <param name="parent">The parent scene graph object</param>
 /// <param name="image">The image to draw for the sprite</param>
 public BasicSprite(SceneObjectParent parent, Texture2D image)
     : base(parent)
 {
     this.image = new SimpleSpriteImage(image);
 }
 /// <summary>
 ///  Creates an empty (invisible) BasicTilemapSprite parented to the passed in parent
 /// </summary>
 ///
 /// <param name="map">The tilemap this sprite is a (potentially indirect) child of</param>
 /// <param name="parent">The parent scene graph object</param> /// <param name="image">The image to draw for the sprite</param>
 public BasicTilemapSprite(TileMap map, SceneObjectParent parent)
     : base(parent)
 {
     tileMap = map;
 }
Example #10
0
 /// <summary>
 /// This creates a sprite with no image
 /// Note that the Scenegraph itself is a SceneObjectParent and represents
 /// the root of the scenegraph
 /// </summary>
 /// <param name="parent">The parent scene graph object</param>
 public MultiImageSprite(SceneObjectParent parent)
     : base(parent)
 {
 }
Example #11
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="game"></param>
 /// <param name="parent"></param>
 /// <param name="tilemapFile"> The name of a TMX (tiled XML) format file. Note that Tiled MUST be set in preferences to
 /// store level data as uncompressed XML</param>
 public TileMap(Game game, SceneObjectParent parent,String tilemapFile)
     : base(parent)
 {
     tiledMap = TiledMap.Load(tilemapFile, game.Content);
 }
Example #12
0
 public MultiImageSprite(SceneObjectParent parent, SpriteImage[] simage)
     : base(parent, simage[0])
 {
     images = simage;
 }
Example #13
0
 /// <summary>
 /// This creates a sprite with the passed in image
 /// </summary>
 /// <param name="parent">The parent scene graph object</param>
 /// <param name="image">The image to draw for the sprite</param>
 public MultiImageSprite(SceneObjectParent parent, Texture2D image)
     : base(parent, image)
 {
 }
Example #14
0
 public JumpingPlayer(SpriteFont font, TileMap map, SceneObjectParent parent, SpriteImage[] simage, float pixelPerSecSpeed = 0)
     : base(font, map, parent, simage, pixelPerSecSpeed)
 {
 }
Example #15
0
 public JumpingPlayer(SpriteFont font, TileMap map, SceneObjectParent parent, Texture2D image, float pixelPerSecSpeed = 0)
     : base(font, map, parent, new SimpleSpriteImage(image), pixelPerSecSpeed)
 {
 }
Example #16
0
 public MOB(TileMap map, SceneObjectParent parent, SpriteImage simage, float pixelPerSecSpeed = 0)
     : base(map, parent, simage)
 {
     this.pixelPerSecSpeed = pixelPerSecSpeed;
 }
Example #17
0
 /// <summary>
 ///  Creates an MOB from the passed in image, parented to the passed in parent, that mvoes at the given speed
 /// </summary>
 ///
 /// <param name="map">The tilemap this sprite is a (potentially indirect) child of</param>
 /// <param name="parent">The parent scene graph object</param> /// <param name="image">The image to draw for the sprite</param>
 /// <param name="image">The image to draw for the sprite</param>
 /// <param name="pixelPerSecSpeed">The movement speed of the MOB</param>
 public MOB(TileMap map, SceneObjectParent parent, Texture2D image, float pixelPerSecSpeed = 0)
     : base(map, parent, image)
 {
     this.pixelPerSecSpeed = pixelPerSecSpeed;
 }
 /// <summary>
 /// Constructor that just stores the parent and adds this object to the parent's child list
 /// </summary>
 /// <param name="parent"></param>
 public AbstractSceneObject(SceneObjectParent parent)
 {
     this.parent = parent;
     parent.AddChild(this);
 }
Example #19
0
 /// <summary>
 ///  Creates a new BasicTilemapSprite parented to the passed in parent
 /// </summary>
 ///
 /// <param name="map">The tilemap this sprite is a (potentially indirect) child of</param>
 /// <param name="parent">The parent scene graph object</param>
 /// <param name="image">The image to draw for the sprite</param>
 public BasicTilemapSprite(TileMap map, SceneObjectParent parent, Texture2D image)
     : base(parent,image)
 {
     tileMap = map;
 }
Example #20
0
 public BasicTilemapSprite(TileMap map, SceneObjectParent parent, SpriteImage simage)
     : base(parent, simage)
 {
     tileMap = map;
 }
Example #21
0
 public MultiImageSprite(SceneObjectParent parent, SpriteImage simage)
     : base(parent,simage)
 {
 }