Example #1
0
        public RoundUI(GameHandler roundHandlerCtx, Game gameCtx, uint mapWidth, uint mapHeight, Map mapCtx, uint screenWidth, uint screenHeight, View viewPlayer, View viewATH)
        {
            Texture _athLifeBar = new Texture("../../../../Images/HUD/LifeBar.png");

            Random _random = new Random();

            _roundHandlerCtx = roundHandlerCtx;
            _monsterTexture  = new Texture("../../../../Images/Monster" + _roundHandlerCtx.RoundObject.Level + "-" + _roundHandlerCtx.RoundObject.Stage + ".png");
            _monsterSprite   = new Sprite(_monsterTexture);

            _bossTexture = new Texture("../../../../Images/dragon.png");
            _bossSprite  = new Sprite(_bossTexture);

            _sheepTexture = new Texture("../../../../Images/SheepTransform.png");
            _sheepSprite  = new Sprite(_sheepTexture);

            Texture _weaponTexture = new Texture("../../../../Images/soulcalibur.png");
            Texture _bulletTexture = new Texture("../../../../Images/fireball.png");

            _doorTexture = new Texture("../../../../Images/doortextureclosed.png");
            _doorSprite  = new Sprite(_doorTexture);

            _portalTexture = new Texture("../../../../Images/portal.png");
            _portalSprite  = new Sprite(_doorTexture);

            _blindEffecTexture = new Texture("../../../../Images/soulcalibur.png");
            _blindSprite       = new Sprite(_blindEffecTexture);

            _musicReset         = false;
            _effectMusic        = new Music("../../../../Images/brute.ogg");
            _gameCtx            = gameCtx;
            _mapCtx             = mapCtx;
            _view               = viewPlayer;
            _viewATH            = viewATH;
            _playerUI           = new PlayerUI(this, 2, 3, 32, 32, new Vector(0, 0), mapWidth, mapHeight, mapCtx);
            _boundingBoxPackage = new List <FloatRect>();
            _enemies            = new EnemiesUI[_roundHandlerCtx.RoundObject.Enemies.Length];
            _collide            = mapCtx.CollideMap;
            for (int i = 0; i < this._roundHandlerCtx.RoundObject.CountEnnemi; i++)
            {
                _enemies[i] = new EnemiesUI(this, _monsterTexture, 3, 32, 32, _roundHandlerCtx.RoundObject.Enemies[i], mapWidth, mapHeight, mapCtx);
            }
            if (this._roundHandlerCtx.RoundObject._boss != null)
            {
                _bossUI = new EnemiesUI(this, _bossTexture, 3, 100, 100, _roundHandlerCtx.RoundObject._boss, mapWidth, mapHeight, mapCtx);
            }

            _ath      = new ATH(_roundHandlerCtx.RoundObject, screenWidth, screenHeight, _view, this);
            _weaponUI = new WeaponUI(this, _weaponTexture, _bulletTexture, _roundHandlerCtx.RoundObject.Player.Place, mapWidth, mapHeight);

            _mapWidth  = mapWidth;
            _mapHeight = mapHeight;
        }
Example #2
0
        public void UpdateSpawnEnnemie()
        {
            if (this._roundHandlerCtx.RoundObject.Time == 120)
            {
                int index = this._roundHandlerCtx.RoundObject.CountEnnemi - this._roundHandlerCtx.RoundObject.SpawnCount;
                if (index < 0)
                {
                    index = 0;
                }

                for (int i = index; i < this._roundHandlerCtx.RoundObject.CountEnnemi; i++)
                {
                    _enemies[i] = new EnemiesUI(this, _monsterTexture, 3, 32, 32, _roundHandlerCtx.RoundObject.Enemies[i], MapWidth, MapHeight, _roundHandlerCtx.Map);
                }
                this._roundHandlerCtx.RoundObject.Time = 0;
            }
        }
Example #3
0
 public void CreateBoss()
 {
     _bossUI = new EnemiesUI(this, _bossTexture, 3, 100, 100, _roundHandlerCtx.RoundObject._boss, MapWidth, MapHeight, Map);
 }