void createPlayer(XmlReader reader) { Vector2 pos = Vector2.Zero; TextureMap t = new TextureMap(); while (reader.Read()) { if (reader.NodeType == XmlNodeType.Element) { switch (reader.Name) { case "position": { reader.ReadToDescendant("x"); float x = (float)float.Parse((reader.GetAttribute(0))); reader.ReadToNextSibling("y"); float y = (float)float.Parse((reader.GetAttribute(0))); pos = new Vector2(x, y); } break; default: int o = 0;//fer teh deboog break; } } } Player p = new Player(pos, t); }
public AnimatedSprite(Texture2D texture, int rows, int columns, int time, bool loops) { mTextureMap = new TextureMap(texture, rows, columns); animationTime = time / mTextureMap.totalFrames; count = 0; mDone = false; mLoops = loops; }
public Button(TextureMap tex, Vector2 pos, OnClickEvent evt) { Position = pos; OnClick = evt; Texture = tex; width = tex.width; height = tex.height; }
public GameEntity(Vector2 position, Vector2 velocity, TextureMap map, ENTITY_TYPE type, int health = 100) { mPosition = position; mVelocity = velocity; mMidPoint = new Vector2(mPosition.X + map.width / 2, mPosition.Y + map.height / 2); mTexture = map; mHealth = health; mType = type; mAlive = true; }
public GameEntity(Vector2 position, TextureMap map, ENTITY_TYPE type) { mPosition = position; mVelocity = Vector2.Zero; mMidPoint = new Vector2(mPosition.X + map.width / 2, mPosition.Y + map.height / 2); mTexture = map; mHealth = 50; mType = type; mAlive = true; }
public GameScreen(ref SpriteBatch sb, ref Player p, TextureMap eMap, params string[] bgNames) { bg2pos = new Vector2(0.0f, 0.0f); SB = sb; Player1 = p; pressedPause = false; Backgrounds = new List<TextureMap>(); DrawableEntities = new List<GameEntity>(); foreach (string bg in bgNames) { DrawableEntities.Add(new GameEntity(Vector2.Zero, Vector2.Zero, new TextureMap(Constants.content.Load<Texture2D>(".\\art\\" + bg), 1, 1), GameEntity.ENTITY_TYPE.AI)); } enemyMap = eMap; r = new Random(); }
public override void addBackground(TextureMap t) { Backgrounds.Add(t); }
public abstract void addBackground(TextureMap t);
public override void addBackground(TextureMap t) { }
public Player(Vector2 position, TextureMap map) : base(position, map, ENTITY_TYPE.PLAYER) { }
/// <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); Constants.init(ref graphics, ref spriteBatch, Content); plrMap = new TextureMap(Content.Load<Texture2D>(".\\art\\player1"), 4, 3); enemyMap = new TextureMap(Content.Load<Texture2D>(".\\art\\enemy1"), 1, 1); Constants.player = new Player(Constants.DEFAULT_POSITION, plrMap); Constants.mMainGameScreen = new GameScreen(ref spriteBatch, ref Constants.player, enemyMap, "grass"); Constants.mSplashScreen = new SplashScreen(".\\art\\opening_splashscreen", ref spriteBatch); //Constants.mEndScreenLose = new SplashScreen("splashscreen3", ref spriteBatch, "Press Escape To Exit"); //Constants.mEndScreenWin = new SplashScreen("splashscreen2", ref spriteBatch, "Press Escape To Exit"); Vector2 menuPos = new Vector2((graphics.PreferredBackBufferWidth / 2) - 56, (graphics.PreferredBackBufferHeight * 0.50f)-64); List<Button> btns = new List<Button>(); btns.Add(new Button(new TextureMap(Content.Load<Texture2D>(".\\art\\ButtonStart"), 1, 1), new Vector2(menuPos.X, menuPos.Y), this.startGame)); btns.Add(new Button(new TextureMap(Content.Load<Texture2D>(".\\art\\ButtonQuit"), 1, 1), new Vector2(menuPos.X, menuPos.Y + 76), this.Exit)); Constants.mMenuScreen = new MenuScreen(ref spriteBatch, btns); Constants.mScreenStack.push(Constants.mSplashScreen); mSoundMgr = new SoundManager(); // TODO: use this.Content to load your game content here }