public NPC(int Xtile, int Ytile, string Name, SpriteBatch FrontSpriteBatch, PrologueContent prologueContent) { this.Xtile = Xtile; this.Ytile = Ytile; this.prologueContent = prologueContent; this.Name = Name; GetNPCData(this.Name); this.FrontSpriteBatch = FrontSpriteBatch; this.Tilelist = Map.Tilelist; // HAAL DIT NOG WEG? this.Width = NPCimg.Width * this.scale; this.Height = NPCimg.Height * this.scale; this.CenterCordsX = (int)(this.Xtile * Screen.GridSize + Screen.GridSize / 2); this.CenterCordsY = (int)(this.Ytile * Screen.GridSize + Screen.GridSize / 2); this.HitboxSize = this.Width / 2; this.HitboxWidthMargin = (this.Width - this.HitboxSize) / 2; this.HitboxHalf = this.HitboxSize / 2; NPClist.Add(this); Update(); }
public Player(int _Xtile, int _Ytile, SpriteBatch FrontSpriteBatch, PrologueContent prologueContent, List <Tiles> Tilelist) { LoadJson(); this.XTile = _Xtile; this.YTile = _Ytile; imgPlayer = prologueContent.imgPlayer; this.Width = 16 * this.Scale; this.Height = 30 * this.Scale; this.CenterCordsX = (int)(this.XTile * Screen.GridSize + Screen.GridSize / 2); this.CenterCordsY = (int)(this.YTile * Screen.GridSize + Screen.GridSize / 2); this.chunck = 0; this.FrontSpriteBatch = FrontSpriteBatch; this.Tilelist = Map.Tilelist; this.HitboxSize = this.Width / 2; this.HitboxWidthMargin = (this.Width - this.HitboxSize) / 2; this.HitboxHalf = this.HitboxSize / 2; this.ImageCordsX = (int)(this.CenterCordsX - this.Width / 2); this.ImageCordsY = (int)(this.CenterCordsY + (this.HitboxHalf) - this.Height); Player1 = this; Chunck.Update(); Update(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); FrontSpriteBatch = new SpriteBatch(GraphicsDevice); prologueContent = new PrologueContent(Content); //Some general Setup information Screen.ScreenWidth = GraphicsDevice.Viewport.Width; Screen.ScreenHeight = GraphicsDevice.Viewport.Height; Screen.GridSize = Screen.ScreenWidth / Screen.MinGridX; map1 = new Map(prologueContent, spriteBatch); player = new Player(350, 180, FrontSpriteBatch, prologueContent, map1.Tilelist); npc1 = new NPC(3, 5, FrontSpriteBatch, prologueContent, map1.Tilelist); Vector2 Location = new Vector2(100, 100); textbox1 = new InformationTextBox(Location, "HALLO HOE GAAT ET ERMEE@ Persoonlijk gaat het wel redelijk met mij, de bedoeling van deze zin is is dat ie tering lang word zodat hij gesplit moet worden@ Maar.. Maar@ Ohhnee@stut@stut@stutterrr@Jahoor@volgende pagina aub dankuwel@", 600, 150, FrontSpriteBatch, prologueContent); textbox1.SplitInLines(); TestObject = new Objects(5, 5, "KEK", FrontSpriteBatch, prologueContent); // TODO: use this.Content to load your game content here }
public Map(PrologueContent prologueContent, SpriteBatch spriteBatch) { MapWidth = 32; MapHeight = 18; //It loops through the Array, placing Tiles where need be. for (int y = 0; y < MapHeight; y++) { for (int x = 0; x < MapWidth; x++) { Tuple <float, float> Coords = Screen.ScreenCords(x, y); switch (Grid[y, x]) { case 0: break; case 1: Tilelist.Add(new Tiles(x, y, 1, true, Coords.Item1, Coords.Item2, prologueContent.Tile1, spriteBatch)); break; case 2: Tilelist.Add(new Tiles(x, y, 2, false, Coords.Item1, Coords.Item2, prologueContent.Tile2, spriteBatch)); break; } } } }
public NPC(int Xtile, int Ytile, SpriteBatch FrontSpriteBatch, PrologueContent prologueContent, List <Tiles> Tilelist) { this.Xtile = Xtile; this.Ytile = Ytile; NPCimg = prologueContent.imgPlayer; this.width = NPCimg.Width; this.height = NPCimg.Height; this.FrontSpriteBatch = FrontSpriteBatch; this.scale = 5; this.Vertical_Momentum = 0; this.Horizontal_Momentum = 0; this.Moving = false; this.Tilelist = Tilelist; this.prologueContent = prologueContent; this.Width = this.width * this.scale; this.Height = this.height * this.scale; this.HitboxWidthMargin = (this.Width - Screen.GridSize) / 2; this.HitboxHeight = Screen.GridSize - 30; this.HitboxWidth = this.Width - (this.HitboxWidthMargin * 2); Hitbox = new Rectangle((int)(this.X + this.HitboxWidthMargin), (int)(this.Y + this.Height - this.HitboxHeight), (int)this.HitboxWidth, (int)this.HitboxHeight); NPClist.Add(this); this.Xnormalized = Xtile * Screen.GridSize; this.Ynormalized = Ytile * Screen.GridSize + Screen.GridSize - 1; this.X = this.Xnormalized + Screen.GridSize / 2 - this.Width / 2; this.Y = Ytile * Screen.GridSize - this.Height + Screen.GridSize / 2; }
public Tiles(int X, int Y, int ID, float Xcord, float Ycord, Texture2D tileimage, SpriteBatch spriteBatch, PrologueContent prologueContent) { this.prologueContent = prologueContent; GetTileData(ID); this.X = X; this.Y = Y; this.chunck = Chunck.CurrentChunck(this.Y); this.Xcord = Xcord; this.Ycord = Ycord; this.spriteBatch = spriteBatch; this.TileCords = Tuple.Create(X, Y); if (this.Solid == true) { SolidTile.AllSolidTiles.Add(new SolidTile(this.TileCords, this.chunck)); } }
public Map(PrologueContent prologueContent, SpriteBatch spriteBatch) { var levelData = LoadLevelData("C:/Users/david/source/repos/Prologue/Prologue/Map.Json"); int[,] Grid = levelData; foreach (int EventID in EventZones) { EventZone.EventZoneList.Add(new EventZone(EventID)); } Objects.ObjectList.Add(new Objects(7, 7, 1)); Objects.ObjectList.Add(new Objects(3, 6, 1)); Objects.ObjectList.Add(new Objects(4, 8, 1)); Objects.ObjectList.Add(new Objects(3, 10, 1)); Objects.ObjectList.Add(new Objects(19, 9, 1)); Objects.ObjectList.Add(new Objects(20, 9, 1)); Objects.ObjectList.Add(new Objects(21, 9, 1)); Objects.ObjectList.Add(new Objects(19, 12, 2)); MapWidth = Grid.GetLength(1); MapHeight = Grid.GetLength(0); for (int y = 0; y < MapHeight; y++) { for (int x = 0; x < MapWidth; x++) { Tuple <int, int> Coords = Screen.ScreenCords(x, y); // This will all be replaced once Tiles Have been Json-Fied if (Grid[y, x] != 0) { Tilelist.Add(new Tiles(x, y, Grid[y, x], Coords.Item1, Coords.Item2, prologueContent.Tile1, spriteBatch, prologueContent)); } } } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); FrontSpriteBatch = new SpriteBatch(GraphicsDevice); prologueContent = new PrologueContent(Content); //Some general Setup information Camera.InitializeCamera(new Vector2(0, 0), true); Screen.ScreenWidth = GraphicsDevice.Viewport.Width; Screen.ScreenHeight = GraphicsDevice.Viewport.Height; Screen.GridSize = Screen.ScreenWidth / Screen.MinGridX; SpriteSheet.LoadedSpriteSheets.Add(new SpriteSheet("Test_Animation_SpriteSheet")); SpriteSheet.LoadedSpriteSheets.Add(new SpriteSheet("Textbox_SpriteSheet")); SpriteSheet.LoadedSpriteSheets.Add(new SpriteSheet("Player_Walk_SpriteSheet")); map1 = new Map(prologueContent, spriteBatch); player = new Player(20, 17, FrontSpriteBatch, prologueContent, Map.Tilelist); Console.WriteLine("Items Initialized!"); npc1 = new NPC(21, 19, "Mathijs", FrontSpriteBatch, prologueContent); Textbox.LoadTextBoxData(); Vector2 Location = new Vector2(100, 100); //Textbox.TextBoxes.Add(new InformationTextBox( "HALLO HOE GAAT ET ERMEE@ Persoonlijk gaat het wel redelijk met mij, de bedoeling van deze zin is is dat ie tering lang word zodat hij gesplit moet worden@ Maar.. Maar@ Ohhnee@stut@stut@stutterrr@Jahoor@volgende pagina aub dankuwel@", 600, 150, FrontSpriteBatch, prologueContent)); //TestObject = new Objects(7, 7, 1, FrontSpriteBatch, prologueContent); // TODO: use this.Content to load your game content here }
public Player(float X, float Y, SpriteBatch FrontSpriteBatch, PrologueContent prologueContent, List <Tiles> Tilelist) { this.X = X; this.Y = Y; this.Frozen = false; imgPlayer = prologueContent.imgPlayer; this.width = imgPlayer.Width; this.height = imgPlayer.Height; this.FrontSpriteBatch = FrontSpriteBatch; this.scale = 5; this.Vertical_Momentum = 0; this.Horizontal_Momentum = 0; this.Tilelist = Tilelist; this.prologueContent = prologueContent; this.Width = this.width * this.scale; this.Height = this.height * this.scale; this.HitboxWidthMargin = (this.Width - Screen.GridSize) / 2 + 10; this.HitboxHeight = Screen.GridSize + 20; this.HitboxHeight2 = Screen.GridSize - 30; this.HitboxWidth = this.Width - (this.HitboxWidthMargin * 2); }
public Textbox(Vector2 Location, String FullText, int SizeX, int SizeY, SpriteBatch FrontSpriteBatch, PrologueContent prologueContent) { //this.Location = Location; this.FullText = FullText; this.SizeX = SizeX; this.SizeY = SizeY; this.Location = new Vector2(Screen.ScreenWidth / 2 - this.SizeX / 2, Screen.ScreenHeight / 2 + 130); this.prologueContent = prologueContent; this.FrontSpriteBatch = FrontSpriteBatch; this.TextBoximg = prologueContent.Tile1; LinesOnscreen = new List <string> { "", "", "", "" }; this.OnPage = 0; this.OnLine = 0; this.OnLetter = 0; this.SkipText = false; this.Continue = true; this.Finish = false; Hitbox = new Rectangle((int)this.Location.X, (int)this.Location.Y, this.SizeX, this.SizeY); _Timer = 0; }
public InformationTextBox(Vector2 Location, String FullText, int SizeX, int SizeY, SpriteBatch FrontSpriteBatch, PrologueContent prologueContent) : base(Location, FullText, SizeX, SizeY, FrontSpriteBatch, prologueContent) { }
//------------------------------------------------------------ public Objects(int _Xtile, int _Ytile, string _Information, SpriteBatch FrontSpriteBatch, PrologueContent prologueContent) { this.Xtile = _Xtile; this.Ytile = _Ytile; this.Information = _Information; this.prologueContent = prologueContent; this.FrontSpriteBatch = FrontSpriteBatch; this.Objectimg = prologueContent.Tile1; Tuple <float, float> _Screencords = Screen.ScreenCords(this.Xtile, this.Ytile); this.Xcord = _Screencords.Item1; this.Ycord = _Screencords.Item2; this.Solid = true; ObjectList.Add(this); }
public NormalObject(int _Xtile, int _Ytile, string _Text, SpriteBatch FrontSpriteBatch, PrologueContent prologueContent) : base(_Xtile, _Ytile, _Text, FrontSpriteBatch, prologueContent) { }