public Door(Texture2D texture, Vector2 position, SpriteBatch spriteBatch, DungeonPlanetGame ctx) : base(texture, position, spriteBatch) { _lib = new EnemyLib(new System.Numerics.Vector2(position.X, position.Y), texture.Width, texture.Height, 100); _spritebatch = spriteBatch; _ctx = ctx; }
public Weapon(Texture2D weaponTexture, Texture2D bulletTexture, DungeonPlanetGame ctx, Vector2 position, SpriteBatch spritebatch, EnemyLib enemyLib) : base(weaponTexture, position, spritebatch) { _enemyLib = enemyLib; _origin = new Vector2(-2, 7); WeaponLib = new WeaponLib(); Bullets = new List <Bullet>(); BulletsEnemy = new List <Bullet>(); _time = 0; _ctx = ctx; _bulletTexture = bulletTexture; }
public Enemy(Texture2D texture, Vector2 position, SpriteBatch spritebatch, string type, Texture2D fireTexture, int frameWidth, int frameHeight, int numberLin, int frameCount, int frameTime, DungeonPlanetGame ctx) : base(texture, position, spritebatch) { EnemyLib = new EnemyLib(new System.Numerics.Vector2(position.X, position.Y), 40, 55, 30); _player = Player.CurrentPlayer; PlayerLib = Player.CurrentPlayer.PlayerLib; _count = 0; _ctx = ctx; _type = type; _spritebatch = spritebatch; Fire = new Sprite(fireTexture, new Vector2(EnemyLib.Position.X, EnemyLib.Position.Y), _spritebatch); _animation = new Animation(); _animation.Initialize(texture, position, frameWidth, frameHeight, 0, numberLin, frameCount, frameTime, Color.White, 1, true, true); }
public Menu(DungeonPlanetGame ctx) { _ctx = ctx; _panel = new Panel(new Vector2(1300, 750)); UserInterface.Active.AddEntity(_panel); _panel.AddChild(new Header("Dungeon Planet")); _panel.AddChild(new LineSpace()); _panel.AddChild(new HorizontalLine()); _panel.AddChild(new LineSpace()); _continue = new Button("Reprendre", ButtonSkin.Default, Anchor.AutoCenter, new Vector2(1000, 120)); _panel.AddChild(_continue); _newGame = new Button("Nouvelle Partie", ButtonSkin.Default, Anchor.AutoCenter, new Vector2(1000, 120)); _panel.AddChild(_newGame); _loadGame = new Button("Charger Partie", ButtonSkin.Default, Anchor.AutoCenter, new Vector2(1000, 120)); _panel.AddChild(_loadGame); _options = new Button("Option", ButtonSkin.Default, Anchor.AutoCenter, new Vector2(1000, 120)); _panel.AddChild(_options); _quit = new Button("Quitter", ButtonSkin.Default, Anchor.AutoCenter, new Vector2(1000, 120)); _panel.AddChild(_quit); _pOption = new Panel(new Vector2(1300, 750)); UserInterface.Active.AddEntity(_pOption); _pOption.AddChild(new Header("Options")); _fullscreen = new CheckBox("Pleine Ecran"); _pOption.AddChild(new LineSpace()); _pOption.AddChild(new HorizontalLine()); _pOption.AddChild(new LineSpace()); _pOption.AddChild(_fullscreen); _fullscreen.Checked = _ctx.Graphics.IsFullScreen; _pOption.AddChild(new LineSpace()); _pOption.AddChild(new HorizontalLine()); _pOption.AddChild(new LineSpace()); _pOption.AddChild(new Paragraph("Volume de la musique")); _music = new Slider(0, 100); _pOption.AddChild(_music); _music.Value = (int)(MediaPlayer.Volume * 100); _pOption.AddChild(new HorizontalLine()); _pOption.AddChild(new Paragraph("Volume des effets sonores")); _effect = new Slider(0, 100); _pOption.AddChild(_effect); _effect.Value = (int)(SoundEffect.MasterVolume * 100); _pOption.AddChild(new LineSpace()); _pOption.AddChild(new HorizontalLine()); _pOption.AddChild(new LineSpace()); _return = new Button("Retour"); _pOption.AddChild(_return); _pOption.Visible = false; }
public Board(SpriteBatch spritebatch, Texture2D tileTexture, int columns, int rows, DungeonPlanetGame ctx) { TileTexture = tileTexture; SpriteBatch = spritebatch; Level = new Level(); _tilesLookList = new List <TilesLook>(); CreateNewBoard(); CurrentBoard = this; _ctx = ctx; if (ctx._camera != null) { _rectange = new Rectangle((int)ctx._camera.GetBounds().X, (int)ctx._camera.GetBounds().Y + 325, (int)(ctx._camera.GetBounds().Width), (int)(ctx._camera.GetBounds().Height)); } }
public Player(Texture2D texturePlayer, Texture2D textureWeapon, Texture2D textureBomb, Texture2D sfx, Texture2D textureBullet, DungeonPlanetGame ctx, Vector2 position, SpriteBatch spritebatch, List <Enemy> enemys, List <Boss> bosses) : base(texturePlayer, position, spritebatch) { PlayerLib = new PlayerLib(new System.Numerics.Vector2(position.X, position.Y), 40, 64); PlayerInfo = new PlayerInfo(); _animation = new Animation(); _animation.Initialize(texturePlayer, position, 40, 64, 0, 0, 2, 150, Color.White, 1, true, false); _sfx = sfx; Weapon = new Weapon(textureWeapon, textureBullet, ctx, position, spritebatch, bosses); _bombs = new List <Bomb>(); _texturebomb = textureBomb; _spritebatch = spritebatch; _enemys = enemys; CurrentPlayer = this; }
static void Main() { using (var game = new DungeonPlanetGame()) game.Run(); }
public Door(Texture2D texture, Vector2 position, SpriteBatch spriteBatch, DungeonPlanetGame ctx, Level.LevelID ID) : this(texture, position, spriteBatch, ctx) { _id = ID; }