Example #1
0
        private void NewGameButton_Click(object sender, EventArgs e)
        {
            ShipConstants.Initialize();

            Ship Ship = new Ship();

            Ship.Initialize(ShipConstants.ROOMPOINTS);

            Texture2D   sheet       = _content.Load <Texture2D>("STSsheet");
            SpriteSheet spriteSheet = new SpriteSheet(sheet, 32, 32);

            Texture2D tileTexture = _content.Load <Texture2D>("Tile");

            Dictionary <Component.Component_Type, Sprite> textures = new Dictionary <Component.Component_Type, Sprite>();

            textures.Add(Component.Component_Type.Power_Generation, spriteSheet[0]);
            textures.Add(Component.Component_Type.Power_Storage, spriteSheet[1]);
            textures.Add(Component.Component_Type.Weapon, spriteSheet[2]);
            textures.Add(Component.Component_Type.Material_Storage, spriteSheet[3]);
            textures.Add(Component.Component_Type.Structure, spriteSheet[4]);

            Ship.LoadContent(textures, tileTexture);

            _game.ChangeState(new BuildState(_game, _graphicsDevice, _content, Ship));
        }
Example #2
0
        private IEnumerable <Ship> GenerateShips()
        {
            var takenCoodinateKeys = new Dictionary <string, string>();

            foreach (var ship in ShipConstants.GetShipTypesPerPlayer())
            {
                yield return(GenerateShipFor(ship, ref takenCoodinateKeys));
            }
        }
Example #3
0
        public CombatState(Game1 game, GraphicsDevice graphicsDevice, ContentManager content, Ship ship)
            : base(game, graphicsDevice, content)
        {
            ShipConstants.Initialize();

            Ship = ship;
            Ship.CurrentHealth = Ship.MaxHealth;
            Ship.Attacks       = new List <Tuple <Room, Projectile.Attack_Against> >();
            _oldMaterialCount  = Ship.Material;

            projectileTexture = _content.Load <Texture2D>("Pixel");

            Texture2D  buttonTexture = _content.Load <Texture2D>(ControlConstants.BUTTON_TEXTURE);
            SpriteFont buttonFont    = _content.Load <SpriteFont>(ControlConstants.BUTTON_FONT);
            Texture2D  tileTexture   = content.Load <Texture2D>("Tile");

            _pixelTexture = _content.Load <Texture2D>(Config.PIXEL_TEXTURE);

            Dictionary <Component.Component_Type, Texture2D> textures = new Dictionary <Component.Component_Type, Texture2D>();
            Texture2D weaponTexture = content.Load <Texture2D>("Component_Weapon");

            textures.Add(Component.Component_Type.Weapon, weaponTexture);
            Texture2D structureTexture = content.Load <Texture2D>("Structure");

            textures.Add(Component.Component_Type.Structure, structureTexture);

            _canvas = new CombatStateTargetUI(content);
            _canvas.SetShipGridLocation(Ship.Grid.Info.GridRectangle);
            _canvas.InitializeButton(TargetEnemyShipButton_Click, ControlConstants.COMBATMODE_TARGETENEMYSHIP.Text);
            _canvas.InitializeButton(TargetStoragesButton_Click, ControlConstants.COMBATMODE_TARGETSTORAGES.Text);
            _canvas.InitializeButton(TargetWeaponsButton_Click, ControlConstants.COMBATMODE_TARGETWEAPONS.Text);
            _canvas.InitializeButton(TargetPowerGenButton_Click, ControlConstants.COMBATMODE_TARGETPOWERGEN.Text);
            _canvas.InitializeButton(TargetPowerStorageButton_Click, ControlConstants.COMBATMODE_TARGETPOWERSTORAGE.Text);
            _canvas.InitializeButton(FireWeaponButton_Click, ControlConstants.COMBATMODE_FIREWEAPON.Text);
            _canvas.InitializeButton(RepairRoomButton_Click, ControlConstants.COMBATMODE_REPAIRROOM.Text);

            Button BuildModeButton = new Button(buttonTexture, buttonFont)
            {
                ButtonInfo = ControlConstants.COMBATMODE_BUILDMODE
            };

            _selectedRoomBox = new UIBox(_pixelTexture)
            {
                UIBoxInfo = ControlConstants.ROOM_INFO_BOX,
                Color     = new Color(Color.White, ControlConstants.ROOM_INFO_BOX_ALPHA)
            };

            _playerHealthBar = new ProgressBar(_pixelTexture, buttonFont)
            {
                ProgressBarInfo = ControlConstants.PLAYER_HEALTHBAR
            };
            _playerHealthBar.Value = 0.5f;


            _playerPowerBar = new ProgressBar(_pixelTexture, buttonFont)
            {
                ProgressBarInfo = ControlConstants.PLAYER_POWERBAR
            };


            BuildModeButton.Click += BuildModeButton_Click;

            _uicomponents = new List <UI_Component>
            {
                BuildModeButton,
                _canvas,
                _selectedRoomBox,
                _playerHealthBar,
                _playerPowerBar
            };

            _tooltip = new Tooltip(_pixelTexture, buttonFont);

            Ship.LoadContent(textures, tileTexture);
            this.Ship = ship;
            Ship.SetShipHealth();
            Ship.SetCombatValues();

            enemyAI         = new EnemyAI(this.Ship, this);
            projectiles     = new List <Projectile>();
            deadProjectiles = new List <Projectile>();
            clicked_State   = Clicked_State.None;
        }
Example #4
0
 public PlayerStatus(Player player)
 {
     OpponentShipStatus = ShipConstants.GetShipTypesPerPlayer().ToDictionary(ship => ship, value => false);
     PlayerShipStatus   = ShipConstants.GetShipTypesPerPlayer().ToDictionary(ship => ship, value => false);
     Player             = player;
 }