public override void Update(GameTime gameTime) { Enemy en = new Enemy(game.Content.Load<Texture2D>("ghostie")); Player pl = new Player(game, 0, 0); StateManager.PushState(new Battle(game, game.Content.Load<Texture2D>("test-battle-background"), null, pl, en, true)); }
public Overworld(Game game, Player player, DrawableMap map) : base(game) { playerObj = player; mappy = map; try { if (mappy.OverworldMusic != null) MediaPlayer.Play(mappy.OverworldMusic); } catch (Exception) { } //The destination rectangle is the location where the sprite will be drawn. destinationRectangle = new Rectangle(0, 0, spriteWidth, spriteHeight); timer = 0; canPressZ = false; pedometer = 0; canPressEscape = false; movingLeft = false; movingRight = false; movingUp = false; movingDown = false; hud = new HUD(game, playerObj, mappy); }
// constructor public Battle(Game game, Texture2D bgTex, Song battleSong, Player p, Enemy e, bool run) : base(game) { StateManager.PushState(new LevelState(game, p)); play = p; en = e; font = game.Content.Load<SpriteFont>("battle-font"); tMenu = new TextMenu(font, choices); combatColor = new Texture2D(game.GraphicsDevice, 1, 1); combatColor.SetData<Color>(new Color[] { new Color(Color.Black, 150) }); transparent = true; rgen = new Random(); try { if (battleSong != null) { MediaPlayer.Play(battleSong); MediaPlayer.Volume = .5f; MediaPlayer.IsRepeating = true; } } catch (Exception) { } canRun = run; backgroundTexture = bgTex; hasRun = false; currentItemCount = play.Items.Count; calculateSpeed(); }
public override void Update(GameTime gameTime) { var player = new Player(game, 0, 0); player.Items.Add(new Item("Bottle of Mead", "A delicious bottle of mead. HP+50,MP+80", 50, 80, 10)); player.Items.Add(new Item("Can of Soda", "A delicious can of soda. HP+50,MP+80", 50, 80, 10)); StateManager.PushState(new ItemState(game, player, false)); }
public HUD(Game game, Player player, ScriptableMap map) { font = game.Content.Load<SpriteFont>("hud-font"); background = new Texture2D(game.GraphicsDevice, 1, 1); background.SetData<Color>(new Color[] { new Color(100, 100, 100) }); this.player = player; this.map = map; screenSize = game.GraphicsDevice.Viewport.Height; }
public PauseState(Game game, Player player) : base(game) { transparent = true; height = game.GraphicsDevice.Viewport.Height; font = game.Content.Load<SpriteFont>("hud-font"); this.player = player; MediaPlayer.Volume = .5f; }
public override void Update(GameTime gameTime) { Player pl = new Player(game, 0, 0); Item[] inventory = new Item[2]; inventory[0] = new Item("Bottle of Mead", "A delicious bottle of mead. HP+50,MP+80", 50, 80, 10); inventory[0].Cost = 50; inventory[1] = new Item("Can of Soda", "A delicious can of soda. HP+50,MP+80", 50, 80, 10); inventory[1].Cost = 35; StateManager.PushState(new Store(game, pl, inventory)); }
public Store(Game game, Player pl, Item[] items) : base(game) { player = pl; storeInventory = items; storeTexture = new Texture2D(game.GraphicsDevice, 1, 1); storeTexture.SetData<Color>(new Color[] { new Color(Color.Gray, 255) }); background = game.Content.Load<Texture2D>("store-bg"); spriteFont = game.Content.Load<SpriteFont>("inventory-list-font"); textInventory = new TextMenu(spriteFont, this.getItemNames(storeInventory)); }
//Health and mana will go up each level everytime public LevelState(Game game, Player player) : base(game) { this.play = player; font = game.Content.Load<SpriteFont>("level-up-menu-font"); fontLevelUp = game.Content.Load<SpriteFont>("level-up-font"); fontLevel = game.Content.Load<SpriteFont>("level-font"); tMenu = new TextMenu(font, choices); transparent = true; increaseStats = true; combatColor = new Texture2D(game.GraphicsDevice, 1, 1); combatColor.SetData<Color>(new Color[] { new Color(Color.Black, 200) }); pointsLeft = 0; }
public ItemState(Game game, Player player, bool oneTimeUse) : base(game) { this.player = player; texture = new Texture2D(game.GraphicsDevice, 1, 1); texture.SetData<Color>(new Color[] { new Color(Color.Black, 150) }); font = game.Content.Load<SpriteFont>("inventory-header-font"); //The menu is only needed if the player has items. if (player.Items.Count > 0) menu = new TextMenu(game.Content.Load<SpriteFont>("inventory-list-font"), getStringOfPlayerItems()); canPressEscape = false; transparent = true; this.oneTimeUse = oneTimeUse; }
/// <summary> /// Saves using the .NET serialization libraries /// Saved file is an array containing... /// [player object, current map, flags] /// </summary> /// <param name="currentMapName"></param> /// <param name="player"></param> public static void Save(string currentMapName, Player player) { try { var saveFile = new object[] { player, currentMapName, Flags.GetAllFlags(), }; var formatter = new BinaryFormatter(); var stream = new FileStream(SAVE_FILE_LOCATION, FileMode.Create); formatter.Serialize(stream, saveFile); stream.Close(); } catch (Exception e) { Console.WriteLine("{0} {1}", e.Message, e.StackTrace); } }
private void save(Player player) { GameData.Save(scriptFilename, player); }
public override void Update(GameTime gameTime) { try { if (MediaPlayer.Queue.ActiveSong != song) { MediaPlayer.Play(song); MediaPlayer.IsRepeating = true; MediaPlayer.Volume = 1; } } catch (Exception) { } menu.Update(gameTime, Keyboard.GetState()); if (!menu.IsFinished) return; string selectedOption = options[menu.SelectedOption]; if (selectedOption == "New Game") { //dungeon_1 Flags.SetAllFlags(new Dictionary<string, bool>()); var player = new Player(game, 1, 9); var map = new DrawableMap(game); map.LoadMap("dungeon_1.js"); StateManager.PushState(new Overworld(game, player, map)); StateManager.PushState(new Dialogue(game, "Jordan: ...Ugh... (Wh... where am I...? So... hungry...)|???: <What? How are you still conscious?!>|Jordan: (Woah! Where is that voice coming from?!)|???: <You've been lying here without food for a week! I was sure you'd be dead by now!!>|Jordan: W-who's there?|Ludovic: <I'm Ludovic, a demon, and I've taken over your body. I kind of was hoping you were a bit more DEAD, though...>|Jordan: Gee, thanks...|Ludovic: <You don't have to talk aloud, you know. I can hear your thoughts. Plus, you're making that guard over there suspicious. Anyway, we have to get out of this castle.>|Jordan: (What is going on here?!)")); } else if (selectedOption == "Load Game") { object[] saveFile = GameData.Load(); if (saveFile == null) { StateManager.PushState(new Dialogue(game, "Save file could not be loaded.")); return; } var player = (Player)saveFile[0]; player.LoadTexture(game); Flags.SetAllFlags((Dictionary<string, bool>)saveFile[2]); var map = new DrawableMap(game); map.LoadMap((string)saveFile[1]); StateManager.PushState(new Overworld(game, player, map)); } else if (selectedOption == "About") { StateManager.PushState(new AboutState(game)); } else if (selectedOption == "Exit") StateManager.PopState(); }
private void js_battle(Player player, Enemy enemy, string song) { StateManager.Running = false; int currentStackSize = StateManager.StackSize; Song battleSong = game.Content.Load<Song>(song); StateManager.PushState(new Battle(game, battleTexture, battleSong, player, enemy, false)); StateManager.Running = true; while (currentStackSize != StateManager.StackSize && currentStackSize != 0) { } if (player.IsDead()) Thread.CurrentThread.Abort(); }
private void js_save(Player player) { player.Health = player.MaxHealth; player.Mana = player.MaxMana; GameData.Save(scriptFilename, player); }
private void js_store(Player player, ArrayList itemsArrayList) { StateManager.Running = false; int currentStackSize = StateManager.StackSize; Item[] items = null; if (itemsArrayList != null) items = createItemArray(itemsArrayList); StateManager.PushState(new Store(game, player, items)); StateManager.Running = true; while (currentStackSize != StateManager.StackSize && currentStackSize != 0) { } }
public void Interact(Player player, ScriptableMap map) { var thread = new Thread(new ParameterizedThreadStart(interact)); thread.Start(player); }