public WeaponShopScreen(int playerIndex, Player player, World world) : base("Player " + (playerIndex + 1) + ": Weapon Shop") { this.player = player; this.world = world; guns = new BasicGun[5]; shopEntries = new MenuEntry[5]; // create menu entries for (int i = 0; i < shopEntries.Length; i++) shopEntries[i] = new MenuEntry(string.Empty); SetMenuEntryText(); MenuEntry back = new MenuEntry("Exit Shop"); // hook up event handlers back.Selected += OnCancel; for (int i = 0; i < shopEntries.Length; i++) { shopEntries[i].Selected += ShopMenuEntrySelected; } // add menu entries to screen for (int i = 0; i < shopEntries.Length; i++) MenuEntries.Add(shopEntries[i]); MenuEntries.Add(back); }
public StatusDisplay(Player boundedPlayer, Vector2 position, Texture2D barTexture, Texture2D blankTexture, Texture2D[] weaponHuds, Texture2D screenBloodTexture, SpriteFont hudFont) { this.boundedPlayer = boundedPlayer; this.position = position; this.barTexture = barTexture; this.blankTexture = blankTexture; this.weaponTextures = weaponHuds; this.screenBloodTexture = screenBloodTexture; this.hudFont = hudFont; this.gradbar = boundedPlayer.MaxHealth; this.health = boundedPlayer.Health; this.maxHealth = boundedPlayer.MaxHealth; }
public GameOverScreen(PlayerIndex p1Index, PlayerIndex? p2Index, Player p1, Player p2, Cue actionBgm) : base("Game Over") { this.p1Index = p1Index; this.p2Index = p2Index; this.p1 = p1; this.p2 = p2; if (actionBgm.IsPlaying) actionBgm.Stop(AudioStopOptions.Immediate); MenuEntry share = new MenuEntry("Share Highscore"); MenuEntry restart = new MenuEntry("Restart Game"); MenuEntry back = new MenuEntry("Exit to Menu"); share.Selected += ShareSelected; restart.Selected += RestartSelected; back.Selected += BackSelected; MenuEntries.Add(restart); MenuEntries.Add(share); MenuEntries.Add(back); }
public WeaponModScreen(int playerIndex, Player player, BasicGun gun, World world) : base("Player " + (playerIndex + 1) + ": Modding " + gun.GunType.ToString()) { this.player = player; this.gun = gun; this.world = world; // create menu entries lazerMenuEntry = new MenuEntry(string.Empty); extendedClipMenuEntry = new MenuEntry(string.Empty); fullAutoMenuEntry = new MenuEntry(string.Empty); fastReloadMenuEntry = new MenuEntry(string.Empty); moreAmmoMenuEntry = new MenuEntry(string.Empty); fmjMenuEntry = new MenuEntry(string.Empty); SetMenuEntryText(); MenuEntry back = new MenuEntry("Exit Shop"); // hook up event handlers lazerMenuEntry.Selected += LazerMenuEntrySelected; extendedClipMenuEntry.Selected += ExtendedClipMenuEntrySelected; fullAutoMenuEntry.Selected += FullAutoMenuEntrySelected; fastReloadMenuEntry.Selected += FastReloadMenuEntrySelected; moreAmmoMenuEntry.Selected += MoreAmmoMenuEntrySelected; fmjMenuEntry.Selected += FmjMenuEntrySelected; back.Selected += OnCancel; // add menu entries to screen MenuEntries.Add(lazerMenuEntry); MenuEntries.Add(extendedClipMenuEntry); MenuEntries.Add(fullAutoMenuEntry); MenuEntries.Add(fastReloadMenuEntry); MenuEntries.Add(moreAmmoMenuEntry); MenuEntries.Add(fmjMenuEntry); MenuEntries.Add(back); }
/// <summary> /// Attack target player using fake bullets. /// </summary> /// <param name="playerToAttack"></param> private void Attack(Player playerToAttack) { Vector2 direction = playerToAttack.Position - this.position; world.bulletList.Add(new Bullet(this.position, direction / direction.Length() * 30, attackDamage, attackRadius, null, targetList, this, world)); }
public virtual void TriggerPowerUp(Player player) { triggered = true; }
// this thing doesnt need to be updated. // but a method is required to decide whether player is in shop public bool IsInShop(Player playerToCheck) { return (playerToCheck.Position.X > position.X && playerToCheck.Position.X < position.X + size.X && playerToCheck.Position.Y > position.Y && playerToCheck.Position.Y < position.Y + size.Y); }