public ScreenComponent(RheinwerkGame game) : base(game) { Game = game; screens = new Stack <Screen>(); icons = new Dictionary <string, Texture2D>(); }
public SimulationComponent(RheinwerkGame game) : base(game) { this.game = game; // Spielwelt erzeugen NewGame(); }
public ScreenComponent(RheinwerkGame game) : base(game) { Game = game; screens = new Stack<Screen>(); icons = new Dictionary<string, Texture2D>(); }
public SceneComponent(RheinwerkGame game) : base(game) { this.game = game; tilesetTextures = new Dictionary <string, Texture2D>(); itemTextures = new Dictionary <string, Texture2D>(); itemRenderer = new Dictionary <Item, ItemRenderer>(); }
public SceneComponent(RheinwerkGame game) : base(game) { this.game = game; tilesetTextures = new Dictionary<string, Texture2D>(); itemTextures = new Dictionary<string, Texture2D>(); itemRenderer = new Dictionary<Item, ItemRenderer>(); }
public ServerComponent(RheinwerkGame game) : base(game) { this.game = game; clients = new List<Client>(); items = new Dictionary<int, ItemCacheEntry>(); quests = new Dictionary<string, QuestCacheEntry>(); State = ServerState.Closed; }
private void DoInteract(SimulationComponent simulation, IInteractor interactor, IInteractable interactable) { var quest = simulation.World.Quests.SingleOrDefault(q => q.Name == "Heidis Quest"); before.Visible = quest.State == QuestState.Inactive; after.Visible = quest.State == QuestState.Active && quest.CurrentProgress.Id == "return"; RheinwerkGame game = simulation.Game as RheinwerkGame; simulation.ShowInteractionScreen(interactor as Player, new DialogScreen(game.Screen, this, interactor as Player, dialog)); }
public ServerComponent(RheinwerkGame game) : base(game) { this.game = game; clients = new List <Client>(); items = new Dictionary <int, ItemCacheEntry>(); quests = new Dictionary <string, QuestCacheEntry>(); State = ServerState.Closed; }
public MusicComponent(RheinwerkGame game) : base(game) { this.game = game; maxVolume = 0.5f; // Songs laden songs = new Dictionary <string, SoundEffect>(); songs.Add("town", game.Content.Load <SoundEffect>("townloop")); songs.Add("menu", game.Content.Load <SoundEffect>("menuloop")); songs.Add("wood", game.Content.Load <SoundEffect>("woodloop")); songs.Add("house", game.Content.Load <SoundEffect>("houseloop")); }
public MusicComponent(RheinwerkGame game) : base(game) { this.game = game; maxVolume = 0.5f; // Songs laden songs = new Dictionary<string, SoundEffect>(); songs.Add("town", game.Content.Load<SoundEffect>("townloop")); songs.Add("menu", game.Content.Load<SoundEffect>("menuloop")); songs.Add("wood", game.Content.Load<SoundEffect>("woodloop")); songs.Add("house", game.Content.Load<SoundEffect>("houseloop")); }
public Trader(int id) : base(id) { Texture = "trader.png"; Name = "Hardwig"; Icon = "tradericon.png"; inventory = new List <Item>(); OnInteract = (simulation, player, trader) => { RheinwerkGame game = simulation.Game as RheinwerkGame; simulation.ShowInteractionScreen(player as Player, new TradeScreen(game.Screen, trader as IInventory, player as IInventory)); }; }
public InputComponent(RheinwerkGame game) : base(game) { this.game = game; upTrigger = new Trigger(); downTrigger = new Trigger(); leftTrigger = new Trigger(); rightTrigger = new Trigger(); closeTrigger = new Trigger(); inventoryTrigger = new Trigger(); attackTrigger = new Trigger(); interactTrigger = new Trigger(); TouchPanel.EnableMouseTouchPoint = true; }
public SoundComponent(RheinwerkGame game) : base(game) { this.game = game; volume = 0.05f; sounds = new Dictionary <string, SoundEffect>(); sounds.Add("click", game.Content.Load <SoundEffect>("click")); sounds.Add("clock", game.Content.Load <SoundEffect>("clock")); sounds.Add("coin", game.Content.Load <SoundEffect>("coin")); sounds.Add("hit", game.Content.Load <SoundEffect>("hit")); sounds.Add("sword", game.Content.Load <SoundEffect>("sword")); recoveryTimes = new Dictionary <IAttacker, TimeSpan>(); hitpoints = new Dictionary <IAttackable, int>(); }
public SoundComponent(RheinwerkGame game) : base(game) { this.game = game; volume = 0.05f; sounds = new Dictionary<string, SoundEffect>(); sounds.Add("click", game.Content.Load<SoundEffect>("click")); sounds.Add("clock", game.Content.Load<SoundEffect>("clock")); sounds.Add("coin", game.Content.Load<SoundEffect>("coin")); sounds.Add("hit", game.Content.Load<SoundEffect>("hit")); sounds.Add("sword", game.Content.Load<SoundEffect>("sword")); recoveryTimes = new Dictionary<IAttacker, TimeSpan>(); hitpoints = new Dictionary<IAttackable, int>(); }
public ClientComponent(RheinwerkGame game) : base(game) { this.game = game; items = new Dictionary <int, ItemCacheEntry>(); // Buffer und Writer initialisieren readerBuffer = new byte[BUFFERSIZE]; writerBuffer = new byte[BUFFERSIZE]; writerStream = new MemoryStream(writerBuffer); writer = new BinaryWriter(writerStream); State = ClientState.Closed; ClientId = 0; PlayerCount = 0; messages = new ConcurrentQueue <Message>(); }
private void DoInteract(SimulationComponent simulation, IInteractor interactor, IInteractable interactable) { RheinwerkGame game = simulation.Game as RheinwerkGame; simulation.ShowInteractionScreen(interactor as Player, new ShoutScreen(game.Screen, this, "Bleib ein Weilchen und hoer zu!")); }
public SimulationComponent(RheinwerkGame game) : base(game) { this.game = game; }
public SceneComponent(RheinwerkGame game) : base(game) { this.game = game; }
public LocalComponent(RheinwerkGame game) : base(game) { this.game = game; }
public InputComponent(RheinwerkGame game) : base(game) { this.game = game; }