public override void MapLoaded(TeeEngine engine, TiledMap map, MapEventArgs mapEventArgs)
        {
            LightShader lightShader = (LightShader)engine.GetPostGameShader("LightShader");
            lightShader.Enabled = true;

            base.MapLoaded(engine, map, mapEventArgs);
        }
        public override void MapLoaded(TeeEngine engine, TiledMap map, MapEventArgs mapEventArgs)
        {
            LightShader lightShader = (LightShader)engine.GetPostGameShader("LightShader");
            lightShader.Enabled = false;

            Random random = new Random();

            for (int i = 0; i < 50; i++)
            {
                int px = (int)Math.Ceiling(random.NextDouble() * engine.Map.pxWidth);
                int py = (int)Math.Ceiling(random.NextDouble() * engine.Map.pxHeight);

                Bat bat = new Bat(px, py);
                Coin coin = new Coin(px, py, 100, (CoinType)random.Next(3));

                // Switch between adding bats and coins to the map.
                if (i % 2 == 0)
                    engine.AddEntity(bat);
                else
                    engine.AddEntity(coin);
            }

            base.MapLoaded(engine, map, mapEventArgs);
        }
Example #3
0
        public void MapLoaded(TeeEngine engine, TiledMap map, MapEventArgs args)
        {
            engine.GetPostGameShader("LightShader").Enabled = false;

            _player = (Hero)engine.GetEntity("Player");

            // The player should start with zero intensity
            _player.Intensity = 0;
            _spawners = new List<MobSpawner>();

            List<Entity> entities = new List<Entity>(engine.GetEntities());
            foreach (Entity e in entities)
            {
                if (e is MobSpawner)
                    _spawners.Add((MobSpawner)e);
            }

            // Setup and load the UI
            Hud = new ArenaUI(engine.Game);

            List<Component> hudComponents = Component.LoadComponentsFromXml("HUD/Elements/Components.ui", engine.Game.Content);
            foreach (Component c in hudComponents)
                Hud.AddComponent(c.Name, c);

            // Bind data to components
            if (_player != null)
            {
                Label label = (Label)Hud.GetComponent("HeroLevel");
                if (label != null)
                    label.SetDataBinding("Level", _player);

                label = (Label)Hud.GetComponent("HeroStrength");
                if (label != null)
                    label.SetDataBinding("Strength", _player);

                label = (Label)Hud.GetComponent("HeroDexterity");
                if (label != null)
                    label.SetDataBinding("Dexterity", _player);

                label = (Label)Hud.GetComponent("HeroWisdom");
                if (label != null)
                    label.SetDataBinding("Wisdom", _player);

                Button cheat = (Button)Hud.GetComponent("CheatButton");
                if(cheat != null)
                    cheat.onMouseClick += new Component.MouseEventHandler(delegate(Component sender, MouseState mouse)
                    {
                        _player.LevelUp();
                        _player.HP = _player.MaxHP;
                    });

                _player.onItemEquipped += new NPC.OnItemEquippedEventHandler(NPC_onItemEquiped);
                _player.onItemUnEquipped += new NPC.OnItemUnEquippedEventHandler(NPC_onItemUnEquiped);
                _player.onDeath += new NPC.OnDeathEventHandler(NPC_onDeath);

                // Load the currently equipped items
                foreach (KeyValuePair<ItemType, Item> pair in _player.Equiped)
                {
                    NPC_onItemEquiped(_player, pair.Value);
                }
            }

            _mapLoaded = true;
        }