public OverlayOptionMenu(Vector2 pPosition, MainGame pMainGame, SceneGameplay pCurrentScene) : base(pMainGame) { Position = pPosition; currentScene = pCurrentScene; Load(); }
public GameFile(SceneGameplay pScene) { serializableClass = new XmlGameFile(); currentScene = pScene; currentGameData = ""; }
public BuildMode(Texture2D pSelectorTexture, Texture2D pTileSelectorTexture, SceneGameplay pCurrentScene) { selectorTexture = pSelectorTexture; tileSelectorTexture = pTileSelectorTexture; currentScene = pCurrentScene; Load(); }
public GameplayOutput(Vector2 pPosition, MainGame pMainGame, MapFile mapFile, Hero pPlayer, SceneGameplay pCurrentScene) { Position = pPosition; mainGame = pMainGame; currentScene = pCurrentScene; currentMapFile = mapFile; player = pPlayer; //Item Inventory Texture ItemTexture.Populate(mainGame); //Item Data ItemData.PopulateData(); //Overlay OverlayActive = false; overlayOptionMenu = new OverlayOptionMenu(new Vector2(MainGame.ScreenWidth / 2 - OverlayOptionMenu.Width / 2, (int)(MainGame.ScreenHeight / 2) - OverlayOptionMenu.Height / 2), mainGame, currentScene); //Inventory InventoryManager = new InventoryManager(); InventoryManager.AddObject("SCYTHE", 1); InventoryManager.AddObject("BASEBATON", 1); //ItemBar float itemBarX = MainGame.ScreenWidth / 2 - 520 / 2; float itemBarY = MainGame.ScreenHeight - MainGame.ScreenHeight / 6 + 50 / 2; itemBar = new ItemBar(InventoryManager, new Vector2(itemBarX, itemBarY)); itemBar.Populate(); //InvetoryOverlay float InventoryposX = MainGame.ScreenWidth / 2 - 600 / 2; float InventoryposY = MainGame.ScreenHeight / 2 - 350 / 2; overlayInventory = new OverlayInventory(mainGame, InventoryManager, new Vector2(InventoryposX, InventoryposY), itemBar); overlayInventory.Populate(); //player player.inventoryManager = InventoryManager; player.overlayInventory = overlayInventory; //Time timePosition = new Vector2(MainGame.ScreenWidth - 70, 5); //Fps Fps_CountPosition = new Vector2(0, 0); //Interact interactString = "Press R"; IsInteracting = false; interactPosition = new Vector2(0, 0); //SpellSelector spellSelector = new HeroSpellSelector(player); }
public Hero(Texture2D pTileSheet, Texture2D pSelector, int pTotalWidth, int pTotalHeight, int pWidth, int pHeight, float pFrameTime, int pScale, SceneGameplay pSceneGameplay, Texture2D pBatonTexture) : base(pTileSheet, pTotalWidth, pTotalHeight, pWidth, pHeight, pFrameTime, pScale) { Energy = 100; selectorTexture = pSelector; sceneGameplay = pSceneGameplay; Load(); }
public HeroTileSelect(Texture2D pTexture, int pScale, SceneGameplay pSceneGameplay) { Index = 0; Gid = 0; drawing = false; texture = pTexture; Position = Vector2.Zero; scale = pScale; WithMouse = true; scene = pSceneGameplay; color = new Color(255, 255, 255, 0.9f); }
public route1(MainGame pMainGame, SceneGameplay pCurrentScene, Map pLastMap) : base(pMainGame, pCurrentScene, pLastMap) { SceneGameplay.enemieManager = new EnemieManager(); }
public house(MainGame pMainGame, SceneGameplay pCurrentScene, Map pLastMap) : base(pMainGame, pCurrentScene, pLastMap) { }
public Map(MainGame pMainGame, SceneGameplay pCurrentScene, Map pLastMap) { mainGame = pMainGame; currentScene = pCurrentScene; lastMap = pLastMap; }
public LayerManager(SceneGameplay pScene) { currentScene = pScene; }
public PlayerLevel(MainGame pMainGame, SceneGameplay pCurrentScene, Map pLastMap) : base(pMainGame, pCurrentScene, pLastMap) { }
public MapManager(MainGame pMainGame, SceneGameplay pSceneGameplay) { mainGame = pMainGame; sceneGameplay = pSceneGameplay; }