public Enemy(Objectmanager objectmanager, ContentManager contentManager, Mathe mathe, Enemydatabase enemydatabase, Enemytype typ, Vector2 position, Richtung blickrichtung, float skalierung) { Gravitation = 0.40f; MaxSpeed = new Vector2(6, 15); this.Objectmanager = objectmanager; this.Mathe = mathe; this.State = Enemystate.Idle; this.Blickrichtung = blickrichtung; this.Skalierung = skalierung; this.PositionCurrent = position; this.Typ = typ; Enemy Tempenemy = enemydatabase.Read(typ); Texturmaße = new Vector2(Tempenemy.Texturmaße.X, Tempenemy.Texturmaße.Y); AniGeschwindigkeit = Tempenemy.AniGeschwindigkeit; Spalten = Tempenemy.Spalten; Texturname = Tempenemy.Texturname; Wiederholen = Tempenemy.Wiederholen; Textur = Tempenemy.Textur; Kollision = new Rectangle((int)(Texturmaße.X / 2) - 5, (int)Texturmaße.Y - 20, 10, 10); for (int i = 0; i < Textur.Count(); i++) { if (Texturname[i] == "Idle") { Animation = new Animation(Textur[i], true, Spalten[i], new Rectangle(0, 0, (int)Texturmaße.X, (int)Texturmaße.Y), skalierung, AniGeschwindigkeit[i]); break; } } }
public Inputmanager(Contents contents, Camera camera, Player player, Keymanager keymanager, Cursor mouse, Enemymanager enemymanager, Windowmanager windowmanager, Backgroundmanager backgroundmanager, Backgrounddatabase backgrounddatabase, Objectmanager objectmanager, Objectdatabase objectdatabase, Eventmanager eventmanager, Levelmanager levelmanager, Levermanager levermanager, ContentManager contentmanager, Editor editor, DebugView DebugView, DepressionHandler Depression, Mathe mathe, Itemmanager itemmanager, BackgroundMusic bmus) { this.Contents = contents; this.Player = player; this.Keymanager = keymanager; this.Cursor = mouse; this.Enemymanager = enemymanager; this.Windowmanager = windowmanager; this.Backgroundmanager = backgroundmanager; this.Backgrounddatabase = backgrounddatabase; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Eventmanager = eventmanager; this.Levelmanager = levelmanager; this.Levermanager = levermanager; this.Contentmanager = contentmanager; this.Editor = editor; this.Mathe = mathe; this.Keymanager.Windowmanager = windowmanager; this.Camera = camera; this.Itemmanager = itemmanager; this.DebugView = DebugView; this.Depression = Depression; this.bg = bmus; }
public Enemymanager(Objectmanager objectmanager, Mathe mathe, ContentManager contentManager, Enemydatabase enemydatabase, Player player) { this.Objectmanager = objectmanager; this.Mathe = mathe; this.ContentManager = contentManager; this.Enemydatabase = enemydatabase; this.Player = player; //AddEnemy(Enemytype.Wolf, new Vector2(6300, 714), Richtung.Links, 1f); //AddEnemy(Enemytype.Skelett, new Vector2(900, 735), Richtung.Links, 1f); }
public Eventmanager(Mathe mathe, Player player, Enemymanager enemymanager, DepressionHandler depressionhandler, Objectmanager objectmanager, Objectdatabase objectdatabase, Levermanager levermanager) { this.Mathe = mathe; this.Player = player; this.Enemymanager = enemymanager; this.DepressionHandler = depressionhandler; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Levermanager = levermanager; }
public Levelmanager(Player player, Objectmanager objectmanager, Animationsmanager animationsmanager, Backgroundmanager backgroundmanager, Enemymanager enemymanager, Itemmanager itemmanager, Levermanager levermanager, Eventmanager eventmanager, Contents contents) { this.Player = player; this.Objectmanager = objectmanager; this.Objectmanager.Levelmanager = this; this.Animationsmanager = animationsmanager; this.Backgroundmanager = backgroundmanager; this.Enemymanager = enemymanager; this.Levermanager = levermanager; this.Itemmanager = itemmanager; this.Eventmanager = eventmanager; this.Eventmanager.Levelmanager = this; this.Contents = contents; player.Levelmanager = this; if (System.IO.Directory.Exists(Quellpfad)) { string[] folders = System.IO.Directory.GetDirectories(Quellpfad); foreach (string name in folders) { Levels.Add(new Level(name.Substring(7))); } } LoadLevel("Stadt"); }
protected override void Initialize() { //primBatch = new PrimitiveBatch(GraphicsDevice); World = new World(new Vector2(0, 9.81f)); Mathe = new Mathe(); Settings = new Settings(graphics); Camera = new Camera(GraphicsDevice.Viewport, Settings.Widescreen); Contents = new Contents(Content, GraphicsDevice); Debug = new DebugView(Contents,Camera); Objectdatabase = new Objectdatabase(Content); Backgrounddatabase = new Backgrounddatabase(Content); Enemydatabase = new Enemydatabase(Content); Animationsmanager = new Animationsmanager(); Keymanager = new Keymanager(Contents, DebugFlag.Inputstats); Player = new Player(Mathe, Contents, World, DebugFlag.PlayerStats); Cursor = new Cursor(Camera, Keymanager, Contents, Settings); Windowmanager = new Windowmanager(Settings, Cursor, DebugFlag.WindowStats, Contents, GraphicsDevice); DepressionHandler = new DyingHope.DepressionHandler(); Itemmanager = new Itemmanager(Mathe, DepressionHandler, Content, Player); Backgroundmanager = new Backgroundmanager(Player, Backgrounddatabase, DebugFlag.BackgrundStats, Contents); Levermanager = new Levermanager(Contents.Meiryo8, Player, Cursor, Mathe, Animationsmanager, Contents); Objectmanager = new Objectmanager(Objectdatabase, Animationsmanager, Player, (DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)); Enemymanager = new Enemymanager(Objectmanager, Mathe, Content, Enemydatabase, Player); Windowmanager.Windowdatabase = new Windowdatabase(Contents, Player, Inputmanager); Windowmanager.AddWindow(Windowtype.MainMenue); Eventmanager = new Eventmanager(Mathe, Player, Enemymanager, DepressionHandler, Objectmanager, Objectdatabase, Levermanager); Levelmanager = new Levelmanager(Player, Objectmanager, Animationsmanager, Backgroundmanager, Enemymanager, Itemmanager, Levermanager, Eventmanager, Contents); Editor = new Editor(Windowmanager, Enemymanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Contents, Cursor, Player, Keymanager, Levelmanager, Itemmanager, Levermanager); Debugview = new DebugViewXNA(World); Console.WriteLine(((DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)& DebugFlag.ObjectmanagerStats)); light = new SoundObjekt(Settings, Contents.Emitter, Contents.Light, new Vector2(3500 - 576, 700), new Vector2(100, 0), 200); rain = new SoundObjekt(Settings, Contents.Emitter, Contents.Rain, new Vector2(6000 - 576, 0), new Vector2(1000, 0), 400); levelTheme = new List<MSong> { new MSong(Contents.StadtAnfang, 0), new MSong(Contents.StadtLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.ParkAnfang, 0), new MSong(Contents.ParkLoop, -1), new MSong(Contents.ParkEnde, 0), new MSong(Contents.SchuleAnfang, 0), new MSong(Contents.SchuleLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.MonsterAnfang, 0), new MSong(Contents.MonsterLoop, -1), new MSong(Contents.Ende, 0) }; menueTheme = new List<MSong> { new MSong(Contents.Menue_Theme, 99) }; BackgroundMusic = new BackgroundMusic(Settings, menueTheme); Inputmanager = new Inputmanager(Contents, Camera, Player, Keymanager, Cursor, Enemymanager, Windowmanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Levelmanager, Levermanager, Content, Editor, Debug, DepressionHandler, Mathe, Itemmanager, BackgroundMusic); //Testemitter------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //testEmitter = new Emitter(new Vector2(3000, 850), DebugFlag.Pertikle); //testEmitter.startParticel = 50; //testEmitter.EmitterAngel = new List<Vector2> { new Vector2(180, 180) }; //testEmitter.EmitterRange = new Vector2(1000, 50); //testEmitter.EmitterMaxParticel = 100; //testEmitter.EmitterUpdate = 100f; //testEmitter.EmitterTexture = Contents.Emitter; //testEmitter.ParticelStayOnMax = new Vector2(0, 0); //testEmitter.ParticelLifeDrain = new Vector2(1, 1); //testEmitter.ParticelLifeTime = new Vector2(5000f, 50000f); //testEmitter.ParticelSize = new Vector2(0.1f, 0.5f); //testEmitter.ParticelTexture = new List<Texture2D> { Contents.Nebel, Contents.Nebel2 }; //testEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); //testEmitter.PerticelPower = new Vector2(0.50f, 0.8f); //testEmitter.particelNeverDie = false; //testEmitter.spawnprofile = Spawnprofile.FadeIn; //testEmitter.bewegungsprofil = Bewegungsprofile.Linear; //testEmitter.Start(); //rainEmitter = new Emitter(new Vector2(6000, -10), DebugFlag.Pertikle); //rainEmitter.startParticel = 0; //rainEmitter.particelPerUpdate = new Vector2(1, 100); //rainEmitter.EmitterAngel = new List<Vector2> { new Vector2(270, 270) }; //rainEmitter.EmitterRange = new Vector2(1000, 0); //rainEmitter.EmitterMaxParticel = 60000; //rainEmitter.EmitterUpdate = 10f; //rainEmitter.EmitterTexture = Contents.Emitter; //rainEmitter.ParticelStayOnMax = new Vector2(0, 0); //rainEmitter.ParticelLifeDrain = new Vector2(1, 1); //rainEmitter.ParticelLifeTime = new Vector2(500f, 2000f); //rainEmitter.ParticelSize = new Vector2(0.5f, 1.5f); //rainEmitter.ParticelTexture = new List<Texture2D> { Contents.Rain1 }; //rainEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); //rainEmitter.PerticelPower = new Vector2(10.50f, 20.8f); //rainEmitter.particelNeverDie = false; //rainEmitter.spawnprofile = Spawnprofile.Instant; //rainEmitter.bewegungsprofil = Bewegungsprofile.Linear; //rainEmitter.Start(); menue = new Emitter(new Vector2(GraphicsDevice.Viewport.Width / 2, (GraphicsDevice.Viewport.Height / 2)+20), DebugFlag.Pertikle); menue.startParticel = 0; menue.particelPerUpdate = new Vector2(1, 5); menue.EmitterAngel = new List<Vector2> { new Vector2(0, 360) }; menue.EmitterRange = new Vector2(250, 50); menue.EmitterMaxParticel = 6000; menue.EmitterUpdate = 100f; menue.EmitterTexture = Contents.Emitter; menue.ParticelStayOnMax = new Vector2(0, 100); menue.ParticelLifeDrain = new Vector2(1, 1); menue.ParticelLifeTime = new Vector2(1000f, 3000f); menue.ParticelSize = new Vector2(0.065f, 0.09f); menue.ParticelTexture = new List<Texture2D> { Contents.Partikel1, Contents.Partikel2, Contents.Partikel3 }; menue.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); menue.PerticelPower = new Vector2(0.2f, 0.9f); menue.particelNeverDie = false; menue.spawnprofile = Spawnprofile.FadeIn; menue.bewegungsprofil = Bewegungsprofile.LinearRandom; menue.Start(); //Debug------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Debug.Add(Player); Debug.Add(Objectmanager); Debug.Add(Keymanager); Debug.Add(Backgroundmanager); Debug.Add(Windowmanager); Debug.Add(DepressionHandler); //Debug.Add(testEmitter); //Debug.AppendFlag(DebugFlag.PlayerStats, false); //Debug.AppendFlag(DebugFlag.ObjectmanagerStats,false); //Debug.AppendFlag(DebugFlag.ObjectInformation, true); //Debug.AppendFlag(DebugFlag.CollisonShape, true); Debugview.DebugPanelPosition = new Vector2(500, 100); Debugview.AppendFlags(DebugViewFlags.DebugPanel); Debugview.LoadContent(GraphicsDevice, Content); base.Initialize(); }
public Editor(Windowmanager windowmanager, Enemymanager enemymanager, Backgroundmanager backgroundmanager, Backgrounddatabase backgrounddatabase, Objectmanager objectmanager, Objectdatabase objectdatabase, Eventmanager eventmanager, Contents contents, Cursor cursor, Player player, Keymanager keymanager, Levelmanager levelmanager, Itemmanager itemmanager, Levermanager levermanager) { Tool = Editortool.Start; this.Windowmanager = windowmanager; this.Enemymanager = enemymanager; this.Enemydatabase = enemymanager.Enemydatabase; this.Backgroundmanager = backgroundmanager; this.Backgroundmanager.Editor = this; this.Backgrounddatabase = backgrounddatabase; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Eventmanager = eventmanager; this.Contents = contents; this.Cursor = cursor; this.Cursor.Editor = this; this.Player = player; this.Keymanager = keymanager; this.Levelmanager = levelmanager; this.Itemmanager = itemmanager; this.Levermanager = levermanager; }
//Konstruktor Editor //public Enemy Gegner; public Eventaction(Mathe mathe, Player player, Levelmanager levelmanager, Enemymanager enemymanager, DepressionHandler depressionhandler, Eventmanager eventmanager, Objectmanager objectmanager, Objectdatabase objectdatabase,BackgroundMusic musik) { this.Mathe = mathe; this.Player = player; this.Levelmanager = levelmanager; this.Name = levelmanager.Levels[0].Name; this.Enemymanager = enemymanager; this.DepressionHandler = depressionhandler; this.Eventmanager = eventmanager; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Objecttyp = Objectdatabase.Auslesen(ObjectClass.Stadtdekoration); this.bgMusik = musik; }