public InGameLevel(Player player1, Game game) { this._inGameService = (InGameManager)(game.Services.GetService(typeof(InGameManager))); this.spriteService = (IManageSprites)(game.Services.GetService(typeof(IManageSprites))); this._collisionService = (IManageCollision)(game.Services.GetService(typeof(IManageCollision))); _player1 = player1; }
public PauseMenu(IManageSprites spriteService, IManageStates stateService) : base(spriteService, stateService) { ChangeMenuState("Main"); continueButton = new ContinueButton(new Vector2( ((int)spriteService.GameWindowSize.X / 2 - 90), ((int)spriteService.GameWindowSize.Y / 2 - 37)), this); spriteService.LoadDrawable(continueButton); }
public MainMenu(IManageSprites spriteService, IManageStates stateService) : base(spriteService, stateService) { //man starter hovedmenyen i denne tilstanden ChangeMenuState("Main"); //opprett Spill-knappen playButton = new PlayButton(new Vector2( ((int)spriteService.GameWindowSize.X / 2 - 90), ((int)spriteService.GameWindowSize.Y / 2 - 37)), this); spriteService.LoadDrawable(playButton); }
private IManageSprites _spritemanager; //Spritemanager(For å laste inn teksturer når spilleren går opp i level) #endregion Fields #region Constructors public Player(Rectangle destinationRectangle, float layerDepth, float scale, Game game) : base(destinationRectangle, layerDepth, scale, game) { Directory = @"player"; setSpeed(4); combatLevel = 1; setStats(); setHpBar(); //Henter ut inGameManager og spriteManager fra game _inGameManager = (InGameManager)game.Services.GetService(typeof(InGameManager)); _spritemanager = (IManageSprites)game.Services.GetService(typeof(IManageSprites)); //Skalerer spilleren med scale destinationRectangle.Width = (int)(destinationRectangle.Width * scale); destinationRectangle.Height = (int)(destinationRectangle.Height * scale); //Setter hitboxen til spilleren til 40px høy og bredden på spilleren / 2 footBoxWidth = (int)destinationRectangle.Width; footBoxXOffset = (int)footBoxWidth / 2; footBoxYOffset = (int)(110 * scale); footBoxHeight = (int)(60 * scale); //Plasserer boksen midstilt nederst på spilleren. _footBox = new Rectangle(destinationRectangle.X - footBoxXOffset, destinationRectangle.Y + footBoxYOffset, footBoxWidth, (int)footBoxHeight); TargetBox = new Rectangle(_footBox.X - targetBoxXDif / 2 - 5, _footBox.Y, _footBox.Width + targetBoxXDif, _footBox.Height + targetBoxYDif); //Legger til alle navn på animasjoner som spilleren har, brukes for å laste inn riktige animasjoner. animationList.Add("block"); animationList.Add("strikeSword"); animationList.Add("battleBlockWalk"); //Legger til alle navn på ben som hører til animasjonen, brukes for å endre på teksturer playerTextureList.Add("torso"); playerTextureList.Add("bicep"); playerTextureList.Add("shieldHand_Walking"); playerTextureList.Add("hip"); playerTextureList.Add("shin"); playerTextureList.Add("foot"); playerTextureList.Add("head"); playerTextureList.Add("forearm"); playerTextureList.Add("swordHand"); playerTextureList.Add("helmet"); playerTextureList.Add("shield_StudWood_Ready"); playerTextureList.Add("shield_StudWood_Slashing"); playerTextureList.Add("shieldHand_Blocking"); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { _spriteService = (IManageSprites)Game.Services.GetService(typeof(IManageSprites)); base.Initialize(); }
public Menu(IManageSprites spriteService, IManageStates stateService) { this._spriteService = spriteService; this.stateService = stateService; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { //initialiserer komponenter _spriteService = (IManageSprites)Game.Services.GetService(typeof(IManageSprites)); _collisionService = (IManageCollision)Game.Services.GetService(typeof(IManageCollision)); _inGameService = (InGameManager)Game.Services.GetService(typeof(InGameManager)); _menuService = (MenuManager)Game.Services.GetService(typeof(MenuManager)); _audioService = (IManageAudio)Game.Services.GetService(typeof(AudioManager)); //spillet vil starte i denne tilstanden ChangeState("MainMenu"); base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { //laster inn komponenter _spriteService = (IManageSprites)Game.Services.GetService(typeof(IManageSprites)); _stateService = (IManageStates)Game.Services.GetService(typeof(IManageStates)); _collisionService = (IManageCollision)Game.Services.GetService(typeof(IManageCollision)); _inputService = (IManageInput)Game.Services.GetService(typeof(IManageInput)); _audioService = (IManageAudio)Game.Services.GetService(typeof(IManageAudio)); //oppretter musikkkontrollerne _spriteService.LoadDrawable(new StaticSprite("musicOptions")); _spriteService.LoadDrawable(new StaticSprite("soundOptions")); musicToggle = new musicToggleButton("musicOptions", new Rectangle((int)_spriteService.GameWindowSize.X - 40, 0, 40, 40), new Rectangle(0, 0, 40, 40), Game); soundToggle = new SoundToggleButton("soundOptions", new Rectangle((int)_spriteService.GameWindowSize.X - 80, 0, 40, 40), new Rectangle(0, 0, 40, 40), Game); _persistentInGameUI.Add(musicToggle); _persistentInGameUI.Add(soundToggle); //oppretter Random rand = new Random(); //oppretter spilleren _player1 = new Player(new Rectangle(100, 100, 150, 330), 0.5f, Game); _spriteService.LoadDrawable(_player1); //oppretter spillbanene _chooseDirectionlevel = new ChooseDirectionLevel(_player1, Game); _fightingLevel = new FightingLevel(_player1, Game); _miningLevel = new MiningLevel(_player1, Game); _townLevel = new TownLevel(_player1, Game); //Selve spillet starter på denne banen ChangeInGameState("ChooseDirectionLevel", 100, 450); base.Initialize(); }