public BaseGameState(Game game, GameStateManeger manager)
            : base(game, manager)
        {
            GameRef = (Game1)game;

            playerIndexInControl = PlayerIndex.One;
        }
 public GamePlayState(Game1 game, GameStateManeger manager, PlayerCharacter Character)
     : base(game, manager)
 {
     SpriteManager = new SpriteManager(game, Character);
     Mapper mapper = new Mapper(SpriteManager, game);
     SpriteManager.player.mapper = mapper;
     Random r = new Random();
     Map m = null;
     mapper.maps.TryGetValue("01", out m);
     mapper.LoadMap(m);
 }
Exemple #3
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        public GamePlayState(Game1 game, GameStateManeger manager, PlayerCharacter Character)
            : base(game, manager)
        {
            SpriteManager = new SpriteManager(game, Character);
            Mapper mapper = new Mapper(SpriteManager, game);

            SpriteManager.player.mapper = mapper;
            Random r = new Random();
            Map    m = null;

            mapper.maps.TryGetValue("01", out m);
            mapper.LoadMap(m);
        }
Exemple #4
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        public CombatState(Game1 game, GameStateManeger manager, PlayerCharacter player, List <Enemy> enemies)
            : base(game, manager)
        {
            totalGold = 0;
            this.Song = game.Content.Load <Song>("Music/Battle");
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(Song);

            Player  = player;
            Enemies = enemies;
            foreach (Enemy e in Enemies)
            {
                totalGold += e.goldAmt;
            }
        }
        public CombatState(Game1 game, GameStateManeger manager, PlayerCharacter player, List<Enemy> enemies)
            : base(game, manager)
        {
            totalGold = 0;
            this.Song = game.Content.Load<Song>("Music/Battle");
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(Song);

            Player = player;
            Enemies = enemies;
            foreach (Enemy e in Enemies)
            {
                totalGold += e.goldAmt;
            }
        }
Exemple #6
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        public ShopState(Game1 game, GameStateManeger manager, PlayerCharacter player)
            : base(game, manager)
        {
            this.player = player;
            switch (numKeys)
            {
            case 1:
                shopInventory = new List <Item>
                {
                    new HealthPot("Small Health Potion", player, "+10% HP\n\nA tiny, red potion.", .10, 10), new ManaPot("Small Mana Potion", game.Character, 10, "+10 Mana\nA bubbling blue potion.\nIt seems fizzy.", 10)
                };
                break;

            case 2:
                shopInventory = new List <Item>
                {
                    new HealthPot("Health Potion", player, "+35% HP\nA small, red potion.\nAs generic as they come.", .35, 30), new ManaPot("Mana Potion", game.Character, 15, "+15 Mana\nA bigger, bluer potion. This\none seems less volatile.", 30)
                };
                break;

            case 3:
                shopInventory = new List <Item>
                {
                    new HealthPot("Freakin' Big(TM) Potion", game.Character, "+50% HP\nBrewed by Effin' Pots, the\nlocal kingdom's number-one potion brewery.", .5, 100), new ManaPot("Large Mana Potion", player, 20, "+20 Mana\n\nA swirly, blue-ish potion.", 100)
                };
                break;

            case 4:
                shopInventory = new List <Item>
                {
                    new HealthPot("Vial of Immortality", game.Character, "+100% HP\nThe potion is silvery, like\nliquid soul.\nYou decide not to question its origins.", 1.0, 5000), new ManaPot("Archmage's Draught", game.Character, 50, "+50 Mana\n\nThis potion glows with a strange radiance.", 1000)
                };
                break;

            default:
                shopInventory = new List <Item>
                {
                    new HealthPot("Small Health Potion", player, "+10% HP\n\nA tiny, red potion.", .1, 10), new ManaPot("Small Mana Potion", player, 5, "+10 Mana\n\nA bubbling blue potion.\nIt seems fizzy.", 10)
                };
                break;
            }
        }
Exemple #7
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 public ShopState(Game1 game, GameStateManeger manager, PlayerCharacter player)
     : base(game, manager)
 {
     this.player = player;
     switch (numKeys)
     {
         case 1:
             shopInventory = new List<Item>
             {
                 new HealthPot("Small Health Potion", player, "+10% HP\n\nA tiny, red potion.", .10, 10), new ManaPot("Small Mana Potion", game.Character, 10, "+10 Mana\nA bubbling blue potion.\nIt seems fizzy.",10)
             };
             break;
         case 2:
             shopInventory = new List<Item>
             {
                 new HealthPot("Health Potion", player, "+35% HP\nA small, red potion.\nAs generic as they come.", .35, 30), new ManaPot("Mana Potion", game.Character, 15, "+15 Mana\nA bigger, bluer potion. This\none seems less volatile.",30)
             };
             break;
         case 3:
             shopInventory = new List<Item>
             {
                 new HealthPot("Freakin' Big(TM) Potion", game.Character, "+50% HP\nBrewed by Effin' Pots, the\nlocal kingdom's number-one potion brewery.", .5, 100), new ManaPot("Large Mana Potion", player, 20, "+20 Mana\n\nA swirly, blue-ish potion.",100)
             };
             break;
         case 4:
             shopInventory = new List<Item>
             {
                 new HealthPot("Vial of Immortality", game.Character, "+100% HP\nThe potion is silvery, like\nliquid soul.\nYou decide not to question its origins.", 1.0, 5000), new ManaPot("Archmage's Draught", game.Character, 50, "+50 Mana\n\nThis potion glows with a strange radiance.",1000)
             };
             break;
         default:
             shopInventory = new List<Item>
             {
                 new HealthPot("Small Health Potion", player, "+10% HP\n\nA tiny, red potion.", .1, 10), new ManaPot("Small Mana Potion", player, 5,"+10 Mana\n\nA bubbling blue potion.\nIt seems fizzy.",10)
             };
             break;
     }
 }
 public DialogState(Game1 game, GameStateManeger manager, String text, bool leveled)
     : base(game, manager)
 {
     inputText = text + "\n" + "\n" + "\n" + "\n" + "Press Space to Continue";
     isLeveled = leveled;
 }
 public TitleScreen(Game1 game, GameStateManeger manager)
     : base(game, manager)
 {
 }
 public StartMenuScreen(Game game, GameStateManeger manager)
     : base(game, manager)
 {
 }
 public CharacterStats(Game1 game, GameStateManeger manager, PlayerCharacter player, bool fromCombat)
     : base(game, manager)
 {
     Player          = player;
     this.fromCombat = fromCombat;
 }
 public GameOverScreen(Game1 game, GameStateManeger manager)
     : base(game, manager)
 {
 }
Exemple #13
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 // Use this for initialization
 void Start()
 {
     gameStateManeger = GameObject.Find("GameStateManeger").GetComponent <GameStateManeger>();
 }
 public CharacterStats(Game1 game, GameStateManeger manager, PlayerCharacter player, bool fromCombat)
     : base(game, manager)
 {
     Player = player;
     this.fromCombat = fromCombat;
 }
Exemple #15
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        public BaseGameState(Game game, GameStateManeger manager) : base(game, manager)
        {
            GameRef = (Game1)game;

            playerIndexInControl = PlayerIndex.One;
        }
Exemple #16
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 public StartMenuScreen(Game game, GameStateManeger manager) : base(game, manager)
 {
 }
 public GameOverScreen(Game1 game, GameStateManeger manager) : base(game, manager)
 {
 }
Exemple #18
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 public DialogState(Game1 game, GameStateManeger manager, String text, bool leveled)
     : base(game, manager)
 {
     inputText = text + "\n" + "\n" + "\n" + "\n" + "Press Space to Continue";
     isLeveled = leveled;
 }
Exemple #19
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 public TitleScreen(Game1 game, GameStateManeger manager) : base(game, manager)
 {
 }