public Idle(Explorer explorer, float angle) : base(explorer) { this.explorer = explorer; this.angle = angle; i = 1; }
//Constructor public Left(Explorer explorer) : base(explorer) { this.explorer = explorer; this.angle = (float)Math.PI; this.i = 0; }
//Constructor public Down(Explorer explorer) : base(explorer) { this.explorer = explorer; this.angle = (float)Math.PI / 2; this.i = 0; }
//properties //constructor public Right(Explorer explorer) : base(explorer) { this.explorer = explorer; this.angle = this.angle = -(float)Math.PI * 2; this.i = 0; }
// Constructor van deze toestands class krijgt altijd het object mee // van de hoofdclass Explorer als argument public ExplorerWalkLeft(Explorer explorer) : base(explorer) { this.explorer = explorer; this.velocity = new Vector2(this.explorer.Speed, 0f); this.effect = SpriteEffects.FlipHorizontally; }
//LoadContent public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(200f, 300f), 2); this.beetle1 = new Beetle(this.game, new Vector2(50f, 200f), 3); this.scorpion = new Scorpion(this.game, new Vector2(100f, 300f), 2); this.scorpion1 = new Scorpion(this.game, new Vector2(10f, 150f), 3); this.explorer = new Explorer(this.game, new Vector2(304f, 224f), 2); }
// Constructor van deze toestands class krijgt altijd het object mee // van de hoofdclass Explorer als argument public ExplorerWalkDown(Explorer explorer) : base(explorer) { this.explorer = explorer; this.velocity = new Vector2(0f, this.explorer.Speed); this.effect = SpriteEffects.None; this.rotation = (float)Math.PI / 2; }
// LoadContent methode. Deze methode maakt nieuwe objecten aan van de verschillende // classes. public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(100f, 300f)); this.beetle1 = new Beetle(this.game, new Vector2(400f, 100f)); this.scorpion = new Scorpion(this.game, new Vector2(300f, 188f)); this.scorpion1 = new Scorpion(this.game, new Vector2(188f, 300f)); this.explorer = new Explorer(this.game, new Vector2(0f, 240f)); }
// Constructor van deze toestands class krijgt altijd het object mee // van de hoofdclass Explorer als argument public ExplorerWalkRight(Explorer explorer) : base(explorer) { this.explorer = explorer; this.velocity = new Vector2(this.explorer.Speed, 0f); this.effect = SpriteEffects.None; this.imageNumber = 1; this.sourceRect = new Rectangle(this.imageNumber * 32, 0, 32, 32); }
//Contstructor public ExplorerWalkRight(Explorer explorer) : base(explorer) { this.explorer = explorer; this.destinationRectangle = new Rectangle((int)this.explorer.Position.X, (int)this.explorer.Position.Y, 32, 32); this.velocity = new Vector2(this.explorer.Speed, 0f); }
// Constructor van deze toestands class krijgt altijd het object mee // van de hoofdclass Explorer als argument public ExplorerWalkUp(Explorer explorer) : base(explorer) { this.explorer = explorer; this.velocity = new Vector2(0f, this.explorer.Speed); this.effect = SpriteEffects.None; this.imageNumber = 1; this.sourceRect = new Rectangle(this.imageNumber * 32, 0, 32, 32); this.rotation = -(float)Math.PI / 2; }
//Constructor public ExplorerIdle(Explorer explorer) : base(explorer) { // explorer this.explorer = explorer; // nieuwe rectangle aangemaakt this.destinationRectangle = new Rectangle((int)this.explorer.Position.X, (int)this.explorer.Position.Y, 32, 32); this.sourceRectangle = new Rectangle(this.imageNumber * 32, 0, 32, 32); this.velocity = new Vector2(this.explorer.Speed, 0f); }
//Constructor public ExplorerIdle(Explorer explorer) : base(explorer) { this.explorer = explorer; this.destinationRectangle = new Rectangle((int)this.explorer.Position.X, (int)this.explorer.Position.Y, 32, 32); this.sourceRectangle = new Rectangle(this.imageNumber * 32, 0, 32, 32); this.velocity = new Vector2(0f, 0f); }
//Contstructor public ExplorerWalkLeft(Explorer explorer) : base(explorer) { this.explorer = explorer; this.destinationRectangle = new Rectangle((int)this.explorer.Position.X, (int)this.explorer.Position.Y, 32, 32); this.velocity = new Vector2(this.explorer.Speed, 0f); this.effect = SpriteEffects.FlipHorizontally; }
//Contstructor public ExplorerWalkDown(Explorer explorer) : base(explorer) { this.explorer = explorer; this.destinationRectangle = new Rectangle((int)this.explorer.Position.X, (int)this.explorer.Position.Y, 32, 32); this.velocity = new Vector2(0f, this.explorer.Speed); this.rotation = (float)Math.PI / 2; }
//Constructor public ExplorerIdle(Explorer explorer) : base(explorer) { this.explorer = explorer; this.destinationRect = new Rectangle((int)this.explorer.Position.X, (int)this.explorer.Position.Y, 32, 32); this.velocity = new Vector2(this.explorer.Speed, 0f); this.imageNumber = 1; }
public void Update(GameTime gameTime, Explorer explorer) { //Speeddown this.block.Location += new Vector2(0f, 0.9f); //Weer terug duwen omhoog MovingBlockManager.CollisionDectectExplorerMovingBlockUp(this.block); //Als de explorer stilstaat word het blokje tegengehouden MovingBlockManager.CollisionDectectExplorerGoBackUp(this.block); //Zet het blokje weer op de oude plaats MovingBlockManager.SetBackOnPlaceGoingDown(this.block); }
//Contstructor public ExplorerWalkUp(Explorer explorer) : base(explorer) { this.explorer = explorer; this.destinationRectangle = new Rectangle((int)this.explorer.Position.X, (int)this.explorer.Position.Y, 32, 32); this.velocity = new Vector2(0f, this.explorer.Speed); this.effect = SpriteEffects.FlipHorizontally; this.rotation = (float)Math.PI / 2; }
// LoadContent methode. Deze methode maakt nieuwe objecten aan van de verschillende // classes. public void LoadContent() { this.beetle = new Beetle(this.game, new Vector2(100f, 300f)); this.beetle1 = new Beetle(this.game, new Vector2(400f, 100f)); this.scorpion = new Scorpion(this.game, new Vector2(300f, 188f)); this.scorpion1 = new Scorpion(this.game, new Vector2(188f, 300f)); this.explorer = new Explorer(this.game, new Vector2(304f, 240f)); this.block1 = new Block(this.game,@"Block\Block", new Vector2(0f, 0f)); this.block2 = new Block(this.game, @"Block\Wall1", new Vector2(32f, 32f)); this.block3 = new Block(this.game, @"Block\Wall2", new Vector2(0f, 32f)); this.block4 = new Block(this.game, @"Block\Door", new Vector2(32f, 0f)); }
//Contstructor public ExplorerWalkUp(Explorer explorer) : base(explorer) { this.explorer = explorer; this.destinationRectangle = new Rectangle((int)this.explorer.Position.X, (int)this.explorer.Position.Y, 32, 32); this.velocity = new Vector2(0f, this.explorer.Speed); //zorgt dat de explorer omhoog kijkt this.rotation = (float)Math.PI / -2; }
public void Update(GameTime gameTime, Explorer explorer) { this.block.Location = explorer.Position - new Vector2(0f, 32f); if (explorer.State.ToString() == "pp.Idle") { this.block.State = new MovingBlockIdleOffPlace(this.block); } if (MovingBlockManager.CollisionDectectionWalls(this.block)) { this.block.State = new MovingBlockIdleOffPlace(this.block); } }
//Properties //Constructor public IdleMovingBlockIdle(Explorer explorer, string direction) : base(explorer) { this.explorer = explorer; this.direction = direction; this.i = 1; this.directionDictionary = new Dictionary<string, float>() { {"Down", 0f}, {"Left", 1f}, {"Up", 2f}, {"Right", 3f} }; this.angle = this.directionDictionary[direction]; }
public void Update(GameTime gameTime, Explorer explorer) { MovingBlockManager.CollisionDectectExplorerMovingBlockDown(this.block); MovingBlockManager.CollisionDectectExplorerMovingBlockUp(this.block); //§ MovingBlockManager.DeCollisionDectectExplorerMovingBlockDown(this.block); //§ aangepast }
private Tile loadTile(char blockElement, int x , int y) { switch (blockElement) { case 'B': this.beetleList.Add(new Beetle(this.game, new Vector2(x, y), 2.0f)); return new Tile(this.game, @"Transparant", new Vector2(x, y), TileCollision.Passable, 'b'); case 'E': this.explorer = new Explorer(this.game,new Vector2(x,y),2.5f); return new Tile(this.game, @"Transparant", new Vector2(x, y), TileCollision.Passable, 'E'); case 'S': this.scorpionList.Add(new Scorpion(this.game, new Vector2(x, y), 2.0f)); return new Tile(this.game, @"Transparant", new Vector2(x, y), TileCollision.Passable, 's'); case 'a': this.treasures.Add(new Treasure('a',this.game, new Vector2(x, y),@"PlaySceneAssets\pickups\Scarab"));//scarab return new Tile(this.game, @"transparant", new Vector2(x, y), TileCollision.Passable, 'a'); case 'b': this.treasures.Add(new Treasure('b',this.game, new Vector2(x, y), @"PlaySceneAssets\pickups\Potion"));//potions return new Tile(this.game, @"transparant", new Vector2(x, y), TileCollision.Passable, 'b'); case 'c': this.treasures.Add(new Treasure('c',this.game, new Vector2(x, y), @"PlaySceneAssets\pickups\Treasure2"));//cat return new Tile(this.game, @"transparant", new Vector2(x, y), TileCollision.Passable, 'c'); case 'd': this.treasures.Add(new Treasure('d',this.game, new Vector2(x, y), @"PlaySceneAssets\pickups\Treasure1"));//ankh return new Tile(this.game, @"transparant", new Vector2(x, y), TileCollision.Passable, 'd'); case '@': this.background = new Image(this.game, new Vector2(x,y),@"PlaySceneAssets\background\Background2"); return new Tile(this.game, @"Wall2", new Vector2(x, y), TileCollision.Notpassable, '@'); case 'x': return new Tile(this.game, @"Wall1", new Vector2(x, y), TileCollision.Notpassable, 'x'); case 'y': return new Tile(this.game, @"Wall2", new Vector2(x, y), TileCollision.Notpassable, 'y'); case 'w': return new Tile(this.game,@"Block",new Vector2(x,y),TileCollision.Notpassable,'w'); case '.': return new Tile(this.game,@"transparant", new Vector2(x,y),TileCollision.Passable,'.'); case 'D': return new Tile(this.game, @"Door", new Vector2(x, y), TileCollision.Passable, 'd'); default: return new Tile(this.game, @"transparant", new Vector2(x, y), TileCollision.Passable, '.'); } }
public void Update(GameTime gameTime, Explorer explorer) { this.state.Update(gameTime, explorer); }
//Constructor public Right(Explorer explorer) : base(explorer) { this.explorer = explorer; this.i = 0; }
//Properties //Constructor public Idle(Explorer explorer) : base(explorer) { this.explorer = explorer; }
private Block LoadBlock(char blockElement, int x, int y) { switch (blockElement) { case 'a': this.treasures.Add(new Treasure('a', this.game, @"PlaySceneAssets\Treasures\Treasure1", new Vector2(x, y))); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'a'); case 'b': this.treasures.Add(new Treasure('b', this.game, @"PlaySceneAssets\Treasures\Treasure2", new Vector2(x, y))); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'b'); case 'c': this.treasures.Add(new Treasure('c', this.game, @"PlaySceneAssets\Treasures\Potion", new Vector2(x, y))); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'c'); case 'd': this.treasures.Add(new Treasure('d', this.game, @"PlaySceneAssets\Treasures\Scarab", new Vector2(x, y))); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'd'); case 'w': return new Block(this.game, @"Block", new Vector2(x, y), BlockCollision.NotPassable, 'w'); case 'x': return new Block(this.game, @"Wall1", new Vector2(x, y), BlockCollision.NotPassable, 'x'); case 'y': return new Block(this.game, @"Wall2", new Vector2(x, y), BlockCollision.NotPassable, 'y'); case 'z': return new Block(this.game, @"Door", new Vector2(x, y), BlockCollision.NotPassable, 'z'); case 'B': this.beetles.Add(new Beetle(this.game, new Vector2(x, y), 2.0f)); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'B'); case 'S': this.scorpions.Add(new Scorpion(this.game, new Vector2(x, y), 2.0f)); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'S'); case 'E': this.explorer = new Explorer (this.game, new Vector2(x, y), 2.0f); return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, 'E'); case '@': this.background = new Image(this.game, @"PlaySceneAssets\Background\Background2", new Vector2(x, y)); return new Block(this.game, @"Block", new Vector2(x, y), BlockCollision.NotPassable, '@'); case '.': return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, '.'); default: return new Block(this.game, @"Transparant", new Vector2(x, y), BlockCollision.Passable, '.'); } }
public Block LoadBlock(char blockElement, int x, int y) { switch (blockElement) { case 's': this.scorpions.Add(new Scorpion(this.game, new Vector2(x + 16f, y + 16f))); return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); case 'b': this.beetles.Add(new Beetle(this.game, new Vector2(x + 16f, y + 16f))); return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); case 'c': this.treasures.Add(new Image(this.game, @"Treasures\Cat", new Vector2(x, y))); return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); case 'a': this.treasures.Add(new Image(this.game, @"Treasures\Ankh", new Vector2(x, y))); return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); case 'S': this.treasures.Add(new Image(this.game, @"Treasures\Scarab", new Vector2(x, y))); return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); case 'p': this.treasures.Add(new Image(this.game, @"Treasures\potion", new Vector2(x, y))); return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); case 'E': this.explorer = new Explorer(this.game, new Vector2(x + 16f, y + 16f)); return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); case 'x': return new Block(this.game, @"Block\Block", new Vector2(x, y), false); case 'y': return new Block(this.game, @"Block\Wall1", new Vector2(x, y), false); case 'z': return new Block(this.game, @"Block\Wall2", new Vector2(x, y), false); case 'v': return new Block(this.game, @"Block\Block_hor", new Vector2(x, y), false); case 'w': return new Block(this.game, @"Block\Block_vert", new Vector2(x, y), false); case 'u': return new Block(this.game, @"Block\Door", new Vector2(x, y), false); case '@': this.background = new Image(this.game, @"Background\Background2", new Vector2(x, y)); return new Block(this.game, @"Block\Block", new Vector2(x, y), false); case '.': return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); default: return new Block(this.game, @"Block\Transparant", new Vector2(x, y), true); } }