// Constructor public PatrolGuard(Texture2D textureImage, Vector2 position, Vector2 speed, Point spriteSize, Point sheetSize, Map gameMap, SpriteManager spriteManager , List<Vector2>PatrolOrder) : base(textureImage, position, speed, spriteSize, sheetSize, gameMap) { this.spriteManager = spriteManager; patrolReceive = PatrolOrder; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here spriteManager = new SpriteManager(this, myMap); Components.Add(spriteManager); base.Initialize(); }
// Constructor public GuardSprite(Texture2D textureImage, Vector2 position, Vector2 speed, Point spriteSize, Point sheetSize, Map gameMap, SpriteManager spriteManager, List<String> PatrolPathList, bool initialStateIsPatrol) : base(textureImage, position, speed, spriteSize, sheetSize, gameMap) { this.spriteManager = spriteManager; this.PatrolPathList = PatrolPathList; this.initialStateIsPatrol = initialStateIsPatrol; this.startPosition = position; if (PatrolPathList.Count > 0) { CurrentPatrolDestinationPoint = ParsePatrolInstruction(PatrolPathList[CurrentPatrolPathListIndex++], false); } if (initialStateIsPatrol) CurrentState = GuardState.Patrol; else CurrentState = GuardState.Roam; RenewRoamDestination(); }
public GuardSprite(Texture2D textureImage, Vector2 position, Vector2 speed, Point spriteSize, Point sheetSize, Map gameMap, SpriteManager spriteManager) : base(textureImage, position, speed, spriteSize, sheetSize, gameMap) { this.spriteManager = spriteManager; }
protected override void Update(GameTime gameTime) { // Allows the game to exit KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.Escape)) this.Exit(); MouseState mouse = Mouse.GetState(); if (PlayerSprite.Finished == 1) { CurrentGameState = GameState.GameOver; } if (changeState == true) { PlayerSprite.Finished = 0; changeState = false; } switch (CurrentGameState) { case GameState.MainMenu: IsMouseVisible = true; GameBegin = false; Components.Remove(spriteManager); if (GameBegin == false) { if (ButtnPlay.isClicked == true) { GameBegin = true; CurrentGameState = GameState.Gameplay; } ButtnPlay.Update(mouse); } break; case GameState.Gameplay: IsMouseVisible = false; if (GameBegin == true) { spriteManager = new SpriteManager(this, myMap); Components.Add(spriteManager); GameBegin = false; } break; case GameState.GameOver: IsMouseVisible = true; GameBegin = false; Components.Remove(spriteManager); if (GameBegin == false) { if (ButtnPlay.isClicked == true) { changeState = true; GameBegin = true; CurrentGameState = GameState.Gameplay; } ButtnPlay.Update(mouse); } break; } // TODO: Add your update logic here base.Update(gameTime); }