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"); }
//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)); } }
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