public PacmanGame(Window gameWindow) { SplashKit.LoadMusic("siren", "siren.mp3"); SplashKit.LoadSoundEffect("theme", "theme.mp3"); SplashKit.LoadSoundEffect("dead", "dead.mp3"); SplashKit.LoadSoundEffect("eating", "eating.mp3"); SplashKit.LoadSoundEffect("eaten", "eaten.mp3"); SplashKit.LoadSoundEffect("vulnerable", "vulnerable.mp3"); _StartTimer = SplashKit.CreateTimer("startTimer"); _GameWindow = gameWindow; // reference to the passed in window _Gameboard = new Gameboard(_GameWindow); // instantiate gameboard object _GameStopped = true; _GameOver = false; SplashKit.LoadFont("emulogic", "emulogic.ttf"); _Pacman = new Pacman(_GameWindow, _Gameboard, "pacman", "pacman", 162, 336, new int[] { 3, 10, 30 }); // instantiate player and save to field _Pacman._Lives = LIVES; // set lives to begin game // instantiate ghosts _Blinky = new Ghost(_GameWindow, _Gameboard, "blinky", "character", 162, 234, new int[] { 3, 6, 18 }); // instantiate blinky _Inky = new Ghost(_GameWindow, _Gameboard, "inky", "character", 138, 234, new int[] { 3, 6, 18 }); // instantiate inky _Pinky = new Ghost(_GameWindow, _Gameboard, "pinky", "character", 162, 234, new int[] { 3, 6, 18 }); // instantiate pinky _Clyde = new Ghost(_GameWindow, _Gameboard, "clyde", "character", 186, 234, new int[] { 3, 6, 18 }); // instantiate clyde _Ghosts.Add(_Blinky); _Ghosts.Add(_Pinky); _Ghosts.Add(_Inky); _Ghosts.Add(_Clyde); }
public Game(Window gameWindow) { FillBagOfPieces(); _CurrentShape = ChooseNewShape(); _CollisionTester = _CurrentShape.Clone(); gameTimer = SplashKit.CreateTimer("gameTicks"); gameTimer.Start(); gameTimer.Pause(); }
public Ghost(Window gameWindow, Gameboard gameBoard, string charName, string charScript, int startX, int startY, int[] animSize) : base(gameWindow, gameBoard, charName, charScript, startX, startY, animSize) { _Animation.Assign("MoveUp"); // start anim frame _Name = charName; // character name _WaitDirUp = false; // flag to pause ghost _Waiting = false; // centre box waiting _Timer = SplashKit.CreateTimer("timer"); // timer _VulnTimer = SplashKit.CreateTimer("vulntimer"); // vulerability timer _Vulnerable = false; // flag for vulnerability _CurrGhostPivot = PointRtn(0, 0); // intialise curr pivot to empty, as character hasn't passed a pivot yet _CurrTarget = RandomPivot(); // target from ghost pivot list if (_Name == "blinky") // blinky is annoying.. { _Position.Y = _StartPosition.Y - 42; } }
private GameTimer() { SplashKit.CreateTimer("Timer"); SplashKit.StartTimer("Timer"); }