public PlayerMoveAction(float Speed, Vector2 EndPos, Camera Cam) { speed = Speed; cam = Cam; startPos = cam.pos; endPos = EndPos; donePercentage = 0; }
// Initializes the game state public PlayState(GameManager manager) : base(manager) { monsters = Loader.LoadMonsters(); weapons = Loader.LoadWeapons(); armor = Loader.LoadArmor(); cam = new Camera(); cam.Turn((float)(Math.PI * 2) / 4.0f); raycaster = new Raycaster(cam, -0.35f); raycaster.BackgroundGradient = manager.GetTexture("background-gradient"); messages = ""; numMessages = 0; }
public Raycaster(Camera cam, float CameraOffset) { camera = cam; posOffset = CameraOffset; numSplices = 100; //Number of screen splices for drawing spliceWidth = 320 / numSplices; //Width of each splice, in pixels int screenDispHeight = (240 / numSplices) / 2; // Due to some rounding depending on the number of splices, // some extra splices may need to be drawn int excessSplices = (320 - numSplices * spliceWidth) / spliceWidth; if (excessSplices < 320) excessSplices++; numSplices = numSplices + excessSplices; splices = new List<ScreenSplice>[numSplices]; }
public Player(Camera cam) { inventory = new Inventory(); camera = cam; // Bam, average player. attributes.strength = 5; attributes.endurance = 5; attributes.agility = 6; attributes.intelligence = 5; attributes.speed = 5; attributes.constitution = 6; // Set the players stats from their attributes stats.Initialize(1, attributes); turnDone = false; }
public void SetCamera(Camera newCam) { camera = newCam; }
public PlayerTurnAction(float speed, int dir, Camera Cam) { turnSpeed = speed; cam = Cam; startDir = cam.dir; startPlane = cam.plane; donePercentage = 0; endRadians = (2.0 * Math.PI) / 4.0; // A rotation of 1/4th of a circle endRadians *= dir; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { cam = new Camera(); cam.SetPosition(new Vector2(21.5f, 11.5f)); cam.Turn((float)(Math.PI * 2) / 4.0f); spriteBatch = new SpriteBatch(GraphicsDevice); viewportRect = new Rectangle(0, 0, 320, 240); playstate = GameManager.GetInstance().Initialize(cam, Content); raycaster = new Raycaster(cam, spriteBatch, -0.35f); base.Initialize(); }