Example #1
0
 public Cubicle(float x, float y, int width, int height, Game1 game, Direction orientation, Texture2D texture)
 {
     this.width = width;
     this.height = height;
     this.game = game;
     this.orientation = orientation;
     this.texture = texture;
     this.walls = new Wall[3];
     if (orientation == Direction.North) {
         walls[0] = new Wall(texture, null, new Vector2(x, y), Direction.North, false, false, 10, height);
         walls[1] = new Wall(texture, null, new Vector2(x, y + height), Direction.East, false, false, width + 10, 10);
         walls[2] = new Wall(texture, null, new Vector2(x + width, y), Direction.North, false, false, 10, height);
     } else if (orientation == Direction.South) {
         walls[0] = new Wall(texture, null, new Vector2(x, y + 10), Direction.South, false, false, 10, height);
         walls[1] = new Wall(texture, null, new Vector2(x, y), Direction.East, false, false, width + 10, 10);
         walls[2] = new Wall(texture, null, new Vector2(x + width, y + 10F), Direction.South, false, false, 10, height);
     } else if (orientation == Direction.West) {
         walls[0] = new Wall(texture, null, new Vector2(x, y), Direction.West, false, false, height, 10);
         walls[1] = new Wall(texture, null, new Vector2(x + height, y), Direction.South, false, false, 10, width + 10);
         walls[2] = new Wall(texture, null, new Vector2(x, y + width), Direction.West, false, false, height, 10);
     } else {
         walls[0] = new Wall(texture, null, new Vector2(x + 10, y), Direction.East, false, false, height, 10);
         walls[1] = new Wall(texture, null, new Vector2(x, y), Direction.South, false, false, 10, height + 10);
         walls[2] = new Wall(texture, null, new Vector2(x + 10, y + height), Direction.East, false, false, height, 10);
     }
     this.objects = new List<GameObject>();
 }
Example #2
0
 public AIPath(Npc npc, Game1 game, int[] path, int[] delays, Direction[] directions)
 {
     this.npc = npc;
     this.player = game.getPlayer();
     this.collisionManager = game.getInputManager().getCollisionManager();
     this.path = path;
     this.delays = delays;
     this.directions = directions;
 }
Example #3
0
 public Npc(Game1 game, Texture2D texture, Texture2D sight, Vector2 location, SoundEffectInstance effect, Direction direction, NpcDefinition def, int[] offsets, int maxHealth, int velocity, int radius, int reactTime, bool wander)
     : base(texture, location, effect, direction, maxHealth, velocity)
 {
     this.game = game;
     this.def = def;
     this.offsets = offsets;
     this.radius = radius;
     this.reactTime = reactTime;
     this.wander = wander;
     this.sight = sight;
     this.origin = new Vector2(texture.Width / 2F, texture.Height / 2F);
     this.origLoc = new Vector2((int) location.X, (int) location.Y);
     this.origDir = direction;
     this.origVel = velocity;
 }
 public InputManager(Game1 game, Player player, Level level, Target target, PlayerManager playerManager, Screen[] screens, MindRead mindRead)
 {
     this.game = game;
     this.player = player;
     this.level = level;
     this.target = target;
     this.playerManager = playerManager;
     this.mindRead = mindRead;
     this.collisionManager = new CollisionManager(player, level);
     this.velocity = player.getVelocity();
     this.width = game.getWidth();
     this.height = game.getHeight() - 40;
     this.font = game.getDropFont();
     this.gameState = GameState.Normal;
     this.prevLevel = level;
 }
Example #5
0
 public Level(Game1 game, Player player, Texture2D map, Npc[] npcs, GameObject[] objects, int index)
 {
     this.game = game;
     this.player = player;
     this.map = map;
     this.npcs = new List<Npc>(npcs.Length);
     this.npcs.AddRange(npcs);
     this.deadNpcs = new List<Npc>(npcs.Length);
     this.objects = new List<GameObject>(objects.Length);
     this.objects.AddRange(objects);
     this.tokens = new List<Token>();
     this.doors = new List<Door>();
     this.keys = new List<Key>();
     this.barriers = new List<Barrier>();
     this.walls = new List<Wall>();
     this.pressButtons = new List<PressButton>();
     this.pits = new List<Pit>();
     this.sortObjects();
     this.cubicles = new List<Cubicle>();
     this.active = true;
     this.projectiles = new List<Projectile>();
     this.index = index;
     this.takenCollectibles = new List<Collectible>();
 }
Example #6
0
 static void Main()
 {
     using (var game = new Game1()) {
         game.Run();
     }
 }
Example #7
0
 public Npc(Game1 game, Texture2D texture, Texture2D sight, Vector2 location, SoundEffectInstance effect, Direction direction, NpcDefinition def, int radius, int reactTime)
     : this(game, texture, sight, location, effect, direction, def, new int[0], radius, 10, false)
 {
 }
Example #8
0
 public Npc(Game1 game, Texture2D texture, Texture2D sight, Vector2 location, SoundEffectInstance effect, Direction direction, NpcDefinition def, int[] offsets, int radius, int reactTime, bool wander)
     : this(game, texture, sight, location, effect, direction, def, offsets, 100, 3, radius, 10, wander)
 {
 }
Example #9
0
 /// <summary>
 /// Returns whether or not the game object is currently on the screen
 /// </summary>
 /// <param name="game">The game instance to check its viewport bounds</param>
 /// <returns>Returns true if the game object is currently on the screen; otherwise, false</returns>
 public bool isOnScreen(Game1 game)
 {
     return location.X >= -texture.Width && location.X <= game.getWidth() && location.Y >= -texture.Height && location.Y <= game.getHeight() - 40;
 }
Example #10
0
 /// <summary>
 /// Updates the projectile's direction, position, bounds, and active status
 /// </summary>
 /// <param name="game">The game instance</param>
 /// <param name="entity">The entity to inherit direction from</param>
 public void update(Game1 game, Entity entity)
 {
     if (direction == Direction.None) {
         direction = entity.getDirection();
         rotate();
     }
     if (direction == Direction.North) {
         deriveY(-velocity);
     } else if (direction == Direction.South) {
         deriveY(velocity);
     } else if (direction == Direction.West) {
         deriveX(-velocity);
     } else if (direction == Direction.East) {
         deriveX(velocity);
     }
     rotation += rotationSpeed;
     active = isOnScreen(game);
 }