Exemple #1
0
        protected override void Initialize()
        {
            transitionTimer = new Timer(2f);
            ipp             = new InputProfile(new KeyManager[]
            {
                new KeyManager(Keys.Right, "right"),
                new KeyManager(Keys.Left, "left"),
                new KeyManager(Keys.R, "restart"),
            });

            inputProfile   = new InputProfile(new KeyManager[] { new KeyManager(Keys.Left, "playerLeft"), new KeyManager(Keys.Right, "playerRight"), new KeyManager(Keys.Up, "playerUp"), new KeyManager(Keys.Down, "playerDown") });
            phase          = GamePhase.Menu;
            mouseMan       = new CursorManager();
            IsMouseVisible = false;
            EntityCollection.CreateGroup("turret", "turrets");
            EntityCollection.CreateGroup("rock", "rocks");
            EntityCollection.CreateGroup("enemy", "enemies");
            EntityCollection.CreateGroup("bgElement", "bgElements");
            EntityCollection.CreateGroup(new Property("isEnt", "isEnt", "isEnt"), "entities");
            virtualDims = new Point(400, 272);

            TDdims = new Point(240, 240);
            TAdims = new Point(160, 272);

            TDFrame = new Rectangle(0, 0, TDdims.X, TDdims.Y);
            TAFrame = new Rectangle(240, 0, TAdims.X, TAdims.Y);

            scenes = new SceneCollection();
            scenes.scenes.Add(new Scene(new RenderTarget2D(GraphicsDevice, TAdims.X, TAdims.Y), "text"));
            scenes.scenes.Add(new Scene(new RenderTarget2D(GraphicsDevice, virtualDims.X, virtualDims.Y), "menu"));
            scenes.scenes.Add(new Scene(new RenderTarget2D(GraphicsDevice, TDdims.X, TDdims.Y), "td"));
            scenes.scenes.Add(new Scene(new RenderTarget2D(GraphicsDevice, virtualDims.X, virtualDims.Y), "game"));
            scenes.scenes.Add(new Scene(new RenderTarget2D(GraphicsDevice, TDdims.X, virtualDims.Y - TDdims.Y), "status"));

            eventNb = 0;
            XDocument xdoc = XDocument.Load("Content\\eventStuff.xml");
            XElement  el;

            do
            {
                el = xdoc.Root.Element("EventQueue" + eventNb.ToString());
                eventNb++;
            } while (el != null);
            eventNb--;

            waitingEventQueueNbs = new List <int>();

            base.Initialize();

            waveTimer = new Timer(15);
        }
        public NotTechnicallyATileset(Point vdims_, EntBuilder42 ebuilder_, ContentManager content_)
        {
            vdims          = vdims_;
            addCeiling     = true;
            globalCooldown = 20;
            itemCount      = 0;
            r             = new Random();
            ebuilder      = ebuilder_;
            content       = content_;
            nextFloorType = "rand";
            SetupTexes();
            InitialiseGroups();
            SetupTiles();
            ticktock = 0;
            prevBg   = 0;

            EntityCollection.CreateGroup(new Property("isTile", "isTile", "isTile"), "tiles");
            EntityCollection.CreateGroup(new Property("isBG", "isBG", "isBG"), "backgrounds");
        }
Exemple #3
0
        //SETUP
        void SetupGame()
        {
            //CREATE GROUPS
            EntityCollection.Flush();
            EntityCollection.CreateGroup("slot", "slots");
            EntityCollection.CreateGroup("item", "items");
            EntityCollection.CreateGroup("pickup", "pickups");
            EntityCollection.CreateGroup("enemy", "enemies");
            EntityCollection.CreateGroup("player", "players");

            SetupUISystems();
            ts     = new NotTechnicallyATileset(vdims, ebuilder, Content);
            player = Assembler.GetEnt(ElementCollection.GetEntRef("player"), new Vector2(64, 65), Content, ebuilder);

            inven = new Inventory(Content);
            for (int x = 0; x < 3; x++)
            {
                inven.AddItem(Assembler.GetEnt(ElementCollection.GetEntRef("heart"), new Vector2(0, 0), Content, ebuilder));
            }
        }
Exemple #4
0
        void CreateNewGame()
        {
            ParticleSystem.Flush();

            EntityCollection.Flush();

            GameData.Initialize();

            CreateGod();

            Building church = new Building(
                new DrawerCollection(
                    new List <TextureDrawer>()
            {
                SpriteSheetCollection.GetTex("idle", "defBuildings", "church"),
                SpriteSheetCollection.GetTex("hovered", "defBuildings", "church"),
                SpriteSheetCollection.GetTex("idle", "defBuildings", "church")
            },
                    "church"),
                new PositionManager(new Vector2(217, 8)),
                new List <Property>(),
                .1f,
                "church",
                "this is a building"
                );
            Building field = new Building(
                new DrawerCollection(
                    new List <TextureDrawer>()
            {
                SpriteSheetCollection.GetTex("idle", "defBuildings", "farm"),
                SpriteSheetCollection.GetTex("hovered", "defBuildings", "farm"),
                SpriteSheetCollection.GetTex("clicked", "defBuildings", "farm")
            },
                    "field"),
                new PositionManager(new Vector2(53, 131)),
                new List <Property>(),
                .1f,
                "field",
                "this is a building"
                );
            Building mine = new Building(
                new DrawerCollection(
                    new List <TextureDrawer>()
            {
                SpriteSheetCollection.GetTex("idle", "defBuildings", "mine"),
                SpriteSheetCollection.GetTex("hovered", "defBuildings", "mine"),
                SpriteSheetCollection.GetTex("idle", "defBuildings", "mine")
            },
                    "mine"),
                new PositionManager(new Vector2(31, 55)),
                new List <Property>(),
                .1f,
                "mine",
                "this is a building"
                );
            Building forest = new Building(
                new DrawerCollection(
                    new List <TextureDrawer>()
            {
                SpriteSheetCollection.GetTex("idle", "defBuildings", "forest"),
                SpriteSheetCollection.GetTex("hovered", "defBuildings", "forest"),
                SpriteSheetCollection.GetTex("idle", "defBuildings", "forest")
            },
                    "forest"),
                new PositionManager(new Vector2(0, 89)),
                new List <Property>(),
                .1f,
                "forest",
                "this is a building"
                );
            Building city = new Building(
                new DrawerCollection(
                    new List <TextureDrawer>()
            {
                SpriteSheetCollection.GetTex("idle", "defBuildings", "city"),
                SpriteSheetCollection.GetTex("hovered", "defBuildings", "city"),
                SpriteSheetCollection.GetTex("clicked", "defBuildings", "city")
            },
                    "city"),
                new PositionManager(new Vector2(204, 112)),
                new List <Property>(),
                .1f,
                "city",
                "this is a building"
                );
            Building bridge = new Building(
                new DrawerCollection(
                    new List <TextureDrawer>()
            {
                SpriteSheetCollection.GetTex("idle", "defBuildings", "bridge"),
                SpriteSheetCollection.GetTex("hovered", "defBuildings", "bridge"),
                SpriteSheetCollection.GetTex("clicked", "defBuildings", "bridge")
            },
                    "bridge"),
                new PositionManager(new Vector2(111, 133)),
                new List <Property>(),
                .1f,
                "bridge",
                "this is a building"
                );

            EntityCollection.CreateGroup("building", "buildings");
            EntityCollection.CreateGroup("c**t", "villagers");
            EntityCollection.CreateGroup("god", "god");
            EntityCollection.AddEntities(new List <Entity>()
            {
                church, field, mine, forest, city, bridge
            });
        } //create whatever's needed to start a new game