Exemple #1
0
 /// <summary>
 /// Draws the buttons.
 /// </summary>
 public void DrawButtons()
 {
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("Undo_active"), 600, 350);
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("Replay_active"), 730, 350);
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("Save1"), 600, 450);
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("Mainmenu"), 600, 500);
 }
Exemple #2
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        /// <summary>
        /// Draws the game to the Window.
        /// </summary>
        /// <param name="myGame">The details of the game -- mostly top card and scores.</param>
        private static void DrawGame(Snap myGame)
        {
            SwinGame.DrawBitmap("cardsBoard.png", 0, 0);

            SwinGame.LoadFontNamed("GameFont", "Chunk.otf", 24);
            SwinGame.LoadFontNamed("TopFont", "Chunk.otf", 32);
            SwinGame.LoadFontNamed("StartFont", "Chunk.otf", 24);

            // Draw the top card
            Card top = myGame.TopCard;

            if (top != null)
            {
                SwinGame.DrawText("Top Card is " + top.ToString(), Color.Red, "TopFont", 310, 105);
                SwinGame.DrawText("Player 1 score: " + myGame.Score(0), Color.White, "GameFont", 45, 40);
                SwinGame.DrawText("Player 2 score: " + myGame.Score(1), Color.White, "GameFont", 625, 40);
                SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), top.CardIndex, 565, 225);
            }
            else
            {
                SwinGame.DrawText("No card played yet...", Color.Red, "StartFont", 10, 10);
            }


            // Draw the back of the cards... to represent the deck
            SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), 52, 200, 230);

            //Draw onto the screen
            SwinGame.RefreshScreen(60);
        }
Exemple #3
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        protected Bitmap MyBitmap()
        {
            switch (_kind)
            {
            case FruitKind.Cherry:          return(SwinGame.BitmapNamed("Cherry"));

            case FruitKind.Gooseberry:      return(SwinGame.BitmapNamed("Gooseberry"));

            case FruitKind.Blueberry:       return(SwinGame.BitmapNamed("Blueberry"));

            case FruitKind.Pomegranate:     return(SwinGame.BitmapNamed("Pomegranate"));

            case FruitKind.Apricot:         return(SwinGame.BitmapNamed("Apricot"));

            case FruitKind.Raspberry:       return(SwinGame.BitmapNamed("Raspberry"));

            case FruitKind.Blackberry:      return(SwinGame.BitmapNamed("Blackberry"));

            case FruitKind.Strawberry:      return(SwinGame.BitmapNamed("Strawberry"));

            case FruitKind.Currant:         return(SwinGame.BitmapNamed("Currant"));

            default:
                return(SwinGame.BitmapNamed("Currant"));
            }
        }
Exemple #4
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        /// <summary>
        /// Draws the game to the Window.
        /// </summary>
        /// <param name="myGame">The details of the game -- mostly top card and scores.</param>
        private static void DrawGame(Snap myGame)
        {
            SwinGame.DrawBitmap("cardsBoard.png", 0, 0);            //change DrawGame method..

            // Draw the top card
            Card top = myGame.TopCard;

            if (top != null)
            {
                SwinGame.DrawText("Top Card is " + top.ToString(), Color.RoyalBlue, 0, 20);
                SwinGame.DrawText("Player 1 score: " + myGame.Score(0), Color.RoyalBlue, 0, 30);
                SwinGame.DrawText("Player 2 score: " + myGame.Score(1), Color.RoyalBlue, 0, 40);
                SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), top.CardIndex, 350, 50);
            }
            else
            {
                SwinGame.DrawText("No card played yet...", Color.RoyalBlue, 0, 20);
            }

            // Draw the back of the cards... to represent the deck
            SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), 52, 160, 50);

            //Draw onto the screen
            SwinGame.RefreshScreen(60);
        }
        public BS_DiningTable()
        {
            //Dining Table
            SwinGame.LoadBitmapNamed("diningTable.png", "diningTable.png");
            _diningTable = SwinGame.CreateSprite(SwinGame.BitmapNamed("diningTable.png"));
            //

            //initialize a food sprite without image
            _food = SwinGame.CreateSprite(SwinGame.BitmapNamed(""));

            //get a new customer
            _customer = BS_PokemonCustomerGenerator.NewCustomer();

            //initialize Timer and start it for the first customer, set ticks to 0 and set the state of customer as waiting
            _gameTime = SwinGame.CreateTimer();
            SwinGame.StartTimer(_gameTime);
            _ticks   = 0;
            _waiting = true;
            //

            //initiate a new red status bar
            _statusBar = new BS_StatusBar("emptyThick.png");
            _statusBar.SetFillingImage("redThick.png");
            //
        }
Exemple #6
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        /// <summary>
        /// Draws the game to the Window.
        /// </summary>
        /// <param name="myGame">The details of the game -- mostly top card and scores.</param>
        private static void DrawGame(Snap myGame)
        {
            SwinGame.DrawBitmap("cardsBoard.png", 0, 0);
            //SwinGame.ClearScreen(Color.White);
            //SwinGame.PlaySoundEffect("Start");
            // Draw the top card
            Card top = myGame.TopCard;

            if (top != null)
            {
                SwinGame.DrawText("Top Card is " + top.ToString(), Color.White, 340, 120);
                //SwinGame.DrawText ("Player 1 score: " + myGame.Score(0), Color.White, 130, 30);
                //SwinGame.DrawText ("Player 2 score: " + myGame.Score(1), Color.White, 130, 40);

                SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), top.CardIndex, 570, 220);

                SwinGame.DrawText("" + myGame.Score(0), Color.White, "GameFont", 70, 50);
                SwinGame.DrawText("" + myGame.Score(1), Color.White, "GameFont", 758, 50);
            }
            else
            {
                SwinGame.DrawText("Hit space to start ...", Color.WhiteSmoke, 340, 120);
            }

            // Draw the back of the cards... to represent the deck
            SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), 52, 200, 220);

            //Draw onto the screen
            SwinGame.RefreshScreen(60);
        }
Exemple #7
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        /// <summary>
        /// Draws the game to the Window.
        /// </summary>
        /// <param name="myGame">The details of the game -- mostly top card and scores.</param>
        private static void DrawGame(Snap myGame)
        {
            SwinGame.ClearScreen(Color.White);

            // Draw the top card
            Card top = myGame.TopCard;

            if (top != null)
            {
                //SwinGame.DrawText ("Top hfgjhfjkgh gjfCard is " + top.ToString (), Color.RoyalBlue, 0, 20);
                //SwinGame.DrawText ("Player 1 score: " + myGame.Score(0), Color.RoyalBlue, 0, 30);
                //SwinGame.DrawText ("Player 2 score: " + myGame.Score(1), Color.RoyalBlue, 0, 40);


                SwinGame.DrawText("Top Card is " + top.ToString(),
                                  Color.RoyalBlue, "GameFont", 0, 20);
                SwinGame.DrawText("Player 1 score: " + myGame.Score(0),
                                  Color.RoyalBlue, "GameFont", 0, 30);
                SwinGame.DrawText("Player 2 score: " + myGame.Score(1),
                                  Color.RoyalBlue, "GameFont", 0, 40);

                SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), top.CardIndex, 350, 50);
            }
            else
            {
                SwinGame.DrawText("No card played yet...", Color.RoyalBlue, 0, 20);
            }

            // Draw the back of the cards... to represent the deck
            SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), 52, 160, 50);

            //Draw onto the screen
            SwinGame.RefreshScreen(60);
        }
        public ZYSideBar(ViewManager viewManager)
        {
            _holdingFoodFrame = new ZYHoldingFoodFrame();

            _viewManager = viewManager;

            _gameTime = SwinGame.CreateTimer();
            SwinGame.StartTimer(_gameTime);

            winStar   = 0;
            _life     = 6;
            _gameLife = new ZYGameLife();

            SwinGame.LoadBitmapNamed("side", "side_menu.png");
            _sideBar = SwinGame.CreateSprite(SwinGame.BitmapNamed("side"));

            SwinGame.LoadBitmapNamed("star.png", "star.png");
            SwinGame.LoadBitmapNamed("yellowStar.png", "yellowStar.png");
            star1 = SwinGame.CreateSprite(SwinGame.BitmapNamed("star.png"));
            star2 = SwinGame.CreateSprite(SwinGame.BitmapNamed("star.png"));
            star3 = SwinGame.CreateSprite(SwinGame.BitmapNamed("star.png"));
            star4 = SwinGame.CreateSprite(SwinGame.BitmapNamed("yellowStar.png"));
            star5 = SwinGame.CreateSprite(SwinGame.BitmapNamed("yellowStar.png"));
            star6 = SwinGame.CreateSprite(SwinGame.BitmapNamed("yellowStar.png"));
        }
Exemple #9
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        /// <summary>
        /// Draw background for specific state
        /// </summary>
        public static void DrawBackground()
        {
            switch (GameController.CurrentState)
            {
            case GameState.GameMenu:
            case GameState.GameMenuPaused:
                SwinGame.DrawBitmap(SwinGame.BitmapNamed("MenuBG"), 0, 0);
                SwinGame.DrawBitmap(SwinGame.BitmapNamed("SpaceWar"), 150, 60);
                break;

            case GameState.Tutorial:
                SwinGame.DrawBitmap(SwinGame.BitmapNamed("TutorialBG"), 0, 0);
                SwinGame.DrawBitmap(SwinGame.BitmapNamed("SpaceWar"), 150, 60);
                break;

            case GameState.HighScore:
                SwinGame.DrawBitmap(SwinGame.BitmapNamed("HighscoreBG"), 0, 0);
                SwinGame.DrawBitmap(SwinGame.BitmapNamed("SpaceWar"), 150, 60);
                break;

            case GameState.BattlePhrase:
            case GameState.Ending:
                SwinGame.DrawBitmap(SwinGame.BitmapNamed("BattleBG"), 0, 0);
                break;
            }
        }
Exemple #10
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        /// <summary>
        /// Draws the game to the Window.
        /// </summary>
        /// <param name="myGame">The details of the game -- mostly top card and scores.</param>
        private static void DrawGame(Snap myGame)
        {
            SwinGame.DrawBitmap("cardsBoard.png", 0, 0);
            SwinGame.LoadFontNamed("GameFont", "Chunkfive.regular.otf", 24);

            // Draw the top card
            Card top = myGame.TopCard;

            if (top != null)
            {
                SwinGame.DrawText("Top Card is " + top.ToString(), Color.RoyalBlue, 0, 20);
                SwinGame.DrawText("Player 1 score: " + myGame.Score(0), Color.RoyalBlue, 0, 30);
                SwinGame.DrawText("" + myGame.Score(0), Color.White, "GameFont", 0, 60);
                SwinGame.DrawText("Player 2 score: " + myGame.Score(1), Color.RoyalBlue, 0, 40);
                SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), top.CardIndex, 521, 153);
            }
            else
            {
                SwinGame.DrawText("No card played yet...", Color.RoyalBlue, 0, 20);
            }

            // Draw the back of the cards... to represent the deck
            SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), 52, 155, 153);

            //Draw onto the screen
            SwinGame.RefreshScreen(60);
        }
        /// <summary>
        /// Evaluates the state of each Explosion Man. Two key events occur with Explosion Men:
        ///     -When the Spawn Animation finishes, the explosion is created.
        ///     -When the Explosion Animation finishes, the Entity is removed.
        /// This System checks the state and animation of each Explosion Man.
        /// </summary>
        public override void Process()
        {
            CExplosionMan explosion;
            CAnimation    anim;
            CPosition     pos;

            for (int i = Entities.Count - 1; i >= 0; i--)
            {
                anim = World.GetComponent <CAnimation>(Entities[i]);

                /// <summary>
                /// If one of the two key events are happening.
                /// </summary>
                if (SwinGame.AnimationEnded(anim.Anim))
                {
                    explosion = World.GetComponent <CExplosionMan>(Entities[i]);

                    /// <summary>
                    /// If not ready to explode, the Spawn animation has just finished.
                    /// Therefore, create the explosion.
                    /// </summary>
                    if (!explosion.ReadyToExplode)
                    {
                        explosion.ReadyToExplode = true;
                        pos = World.GetComponent <CPosition>(Entities[i]);

                        /// <summary>
                        /// Update size details as the Entity is now an Explosion.
                        /// </summary>
                        pos.Width  = EntityFactory.EXPLOSION_SIZE;
                        pos.Height = EntityFactory.EXPLOSION_SIZE;

                        /// <summary>
                        /// Adjust position details so explosion is in centre of the cell.
                        /// </summary>
                        CollisionCheckSystem collisions = World.GetSystem <CollisionCheckSystem>();
                        Point2D cellPos = collisions.CentreOfCell(explosion.TargetCell);
                        pos.X = cellPos.X - (pos.Width / 2);
                        pos.Y = cellPos.Y - (pos.Height / 2);

                        /// <summary>
                        /// Create explosion animation.
                        /// </summary>
                        anim.Img = SwinGame.BitmapNamed("Explosion");
                        SwinGame.AssignAnimation(anim.Anim, "Explode", anim.AnimScript);

                        /// <summary>
                        /// Add new components to the Entity.
                        /// </summary>
                        World.AddComponent(Entities[i], new CDamagesOnImpact(false));
                        World.AddComponent(Entities[i], new CDamage(EntityFactory.EXPLOSION_DAMAGE));
                        World.AddComponent(Entities[i], new CCollidable());
                    }
                    else //If ready to explode, the Explode animation has just finished. Therefore, remove the Entity.
                    {
                        World.RemoveEntity(Entities[i]);
                    }
                }
            }
        }
 public void MarioSetFood(string foodImage)
 {
     SwinGame.LoadBitmapNamed(foodImage, foodImage);
     _mariofood = SwinGame.CreateSprite(SwinGame.BitmapNamed(foodImage));
     SwinGame.SpriteSetX(_mariofood, _mariodiningTable.X + 20);
     SwinGame.SpriteSetY(_mariofood, _mariodiningTable.Y - 10);
 }
Exemple #13
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        /// <summary>
        /// This runs via GameManager, through the game loop to iterate through enemy and laser lists and calls the collision check.
        /// </summary>
        /// <param name="w">Is a list of all laser shots.</param>
        /// <param name="e">Is a list of all enemies.</param>
        public void CheckCollisionWeaponEnemy(WeaponManager w, EnemyManager e)
        {
            List <WeaponInstance> weapons = w.WeaponList;
            List <IEnemy>         enemies = e.EnemyList;

            foreach (WeaponInstance shot in weapons.ToList())
            {
                foreach (IEnemy enemy in enemies.ToList())
                {
                    if (WeaponHitEnemy(shot, enemy))
                    {
                        SwinGame.PlaySoundEffect("Explode");
                        if (shot.Type == SwinGame.BitmapNamed("laser"))
                        {
                            w.RemoveLaserCollision(shot);
                        }
                        enemies.Remove(enemy);
                        SwinGame.DrawBitmap("explode", enemy.X, enemy.Y);
                        GameData.Instance.Score += 1;
                        _temp = enemy.Type;
                        e.AddEnemyIfRemoved(_temp);
                    }
                }
            }
        }
Exemple #14
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        /// <summary>
        /// Draws the game to the Window.
        /// </summary>
        /// <param name="myGame">The details of the game -- mostly top card and scores.</param>
        private static void DrawGame(Snap myGame)
        {
            SwinGame.ClearScreen(Color.White);
            SwinGame.DrawBitmap("cardsBoard.png", 0, 0);

            // Draw the top card
            Card top = myGame.TopCard;

            if (top != null)
            {
                SwinGame.DrawText("Top Card is " + top.ToString(), Color.RoyalBlue, 0, 20);
                SwinGame.DrawText("Player 1 score: " + myGame.Score(0), Color.RoyalBlue, 0, 30);
                SwinGame.DrawText("Player 2 score: " + myGame.Score(1), Color.RoyalBlue, 0, 40);
                SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), top.CardIndex, 565, 226);
                SwinGame.DrawText("" + myGame.Score(0), Color.White, "GameFont", 75, 50);                 // let the score color become white//
                SwinGame.DrawText("" + myGame.Score(1), Color.White, "GameFont", 765, 55);
            }
            else
            {
                SwinGame.DrawText("No card played yet...", Color.RoyalBlue, 0, 20);
            }
            SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), 52, 200, 225);

            // Draw the back of the cards... to represent the deck


            //Draw onto the screen
            SwinGame.RefreshScreen(60);
        }
Exemple #15
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 public EnemyMedium(float x, float y)
 {
     X     = x;
     Y     = y;
     Speed = 8;
     Type  = SwinGame.BitmapNamed("enemy2");
 }
Exemple #16
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        /// <summary>
        /// Draws the game to the Window.
        /// </summary>
        /// <param name="myGame">The details of the game -- mostly top card and scores.</param>
        private static void DrawGame(Snap myGame)
        {
            SwinGame.ClearScreen(Color.White);
            SwinGame.DrawBitmap("cardsBoard.png", 0, 0);
            // Draw the top card
            Card top = myGame.TopCard;

            if (top != null)
            {
                SwinGame.DrawText("Top Card is " + top.ToString(), Color.Black, "GameFont", 0, 20);
                SwinGame.DrawText("Player 1 score: " + myGame.Score(0), Color.Black, "GameFont", 0, 50);
                SwinGame.DrawText("Player 2 score: " + myGame.Score(1), Color.Black, "GameFont", 0, 80);
                SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), top.CardIndex, 521, 153);
            }
            else
            {
                SwinGame.DrawText("No card played yet...", Color.Black, "GameFont", 0, 20);
            }

            // Draw the back of the cards... to represent the deck
            SwinGame.DrawCell(SwinGame.BitmapNamed("Cards"), 52, 155, 153);

            //Draw onto the screen
            SwinGame.RefreshScreen(60);
        }
Exemple #17
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        private static void LoadSprites()
        {
            Sprite blueDiamond = SwinGame.CreateSprite(SwinGame.BitmapNamed("diamondblue"), SwinGame.AnimationScriptNamed("diamondanimation"));

            _Sprites.Add("blueDiamond", blueDiamond);

            Sprite redDiamond = SwinGame.CreateSprite(SwinGame.BitmapNamed("diamondred"), SwinGame.AnimationScriptNamed("diamondanimation"));

            _Sprites.Add("redDiamond", redDiamond);

            Sprite yellowDiamond = SwinGame.CreateSprite(SwinGame.BitmapNamed("diamondyellow"), SwinGame.AnimationScriptNamed("diamondanimation"));

            _Sprites.Add("yellowDiamond", yellowDiamond);

            Sprite greenDiamond = SwinGame.CreateSprite(SwinGame.BitmapNamed("diamondgreen"), SwinGame.AnimationScriptNamed("diamondanimation"));

            _Sprites.Add("greenDiamond", greenDiamond);

            Sprite timerBlock = SwinGame.CreateSprite(SwinGame.BitmapNamed("diamondtimer"), SwinGame.AnimationScriptNamed("diamondanimation"));

            _Sprites.Add("timerBlock", timerBlock);

            Sprite rainbowDiamond = SwinGame.CreateSprite(SwinGame.BitmapNamed("diamondrainbow"), SwinGame.AnimationScriptNamed("diamondanimation"));

            _Sprites.Add("rainbowDiamond", rainbowDiamond);

            SwinGame.SpriteStartAnimation(_Sprites["blueDiamond"], "spinningdiamond");
            SwinGame.SpriteStartAnimation(_Sprites["redDiamond"], "spinningdiamond");
            SwinGame.SpriteStartAnimation(_Sprites["yellowDiamond"], "spinningdiamond");
            SwinGame.SpriteStartAnimation(_Sprites["greenDiamond"], "spinningdiamond");
            SwinGame.SpriteStartAnimation(_Sprites["timerBlock"], "spinningdiamond");
            SwinGame.SpriteStartAnimation(_Sprites ["rainbowDiamond"], "spinningdiamond");
        }
Exemple #18
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        /// <summary>
        /// Updates all the movements and collisions.
        /// </summary>
        public void Update()
        {
            _player.MoveShip();
            UpdatePlayerLife();

            _collision.CheckCollisionEnemyPlayer(_player, _enemyManager);
            _collision.CheckCollisionWeaponEnemy(_player.Weapon, _enemyManager);

            if (SwinGame.KeyTyped(KeyCode.SpaceKey))
            {
                _shotType = SwinGame.BitmapNamed("laser");
                _player.Shoot(_shotType);
                SwinGame.RefreshScreen();
                if (_player.Weapon.Shots > 0)
                {
                    _player.Weapon.Shots -= 1;
                }
            }

            if (GameData.Instance.Score >= 7)
            {
                if (SwinGame.KeyTyped(KeyCode.SKey))
                {
                    _shotType = SwinGame.BitmapNamed("laserSpec");
                    _player.Shoot(_shotType);
                    GameData.Instance.Score -= 2;
                    SwinGame.RefreshScreen();
                }
            }

            if (SwinGame.KeyTyped(KeyCode.RKey) && _player.Weapon.Shots <= 5)
            {
                _player.Weapon.ReloadLaser();
            }
        }
        public MWMarioDiningTable()
        {
            //Dining Table
            SwinGame.LoadBitmapNamed("diningTable.png", "diningTable.png");
            _mariodiningTable = SwinGame.CreateSprite(SwinGame.BitmapNamed("diningTable.png"));
            //

            //initialize a food sprite without image
            _mariofood = SwinGame.CreateSprite(SwinGame.BitmapNamed(""));

            //get a new customer
            _mariocustomer = MWMarioCustomerGenerator.NewMarioCustomer();

            //initialize Timer and start it for the first customer, set ticks to 0 and set the state of customer as waiting
            _mariogameTime = SwinGame.CreateTimer();
            SwinGame.StartTimer(_mariogameTime);
            _marioticks   = 0;
            _mariowaiting = true;
            //

            //initiate a new red status bar
            _mariostatusBar = new MWStatusBar("emptyThick.png");
            _mariostatusBar.SetFillingImage("redThick.png");
            //
        }
Exemple #20
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 //Set the food by using food name
 public void SetFood(string foodName)
 {
     _foodName = foodName;
     SwinGame.LoadBitmapNamed(_foodName, _foodName);
     _food = SwinGame.CreateSprite(SwinGame.BitmapNamed(_foodName));
     SwinGame.SpriteSetX(_food, _tableOfStove.X + 25);
     SwinGame.SpriteSetY(_food, _tableOfStove.Y - 10);
 }
Exemple #21
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 /// <summary>
 /// Draw the menu
 /// </summary>
 public void Draw()
 {
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("Background"), 0, 0);
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("Newgame"), TOP_BUTTON_X, TOP_BUTTON_Y);
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("Loadgame"), MIDDLE_BUTTON_X, MIDDLE_BUTTON_Y);
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("Quit"), BELOW_MIDDLE_X, BELOW_MIDDLE_Y);
     SwinGame.DrawBitmap(SwinGame.BitmapNamed("AI"), BOTTOM_BUTTON_X, BOTTOM_BUTTON_Y);
 }
 public void SetFood(string foodName)
 {
     _foodName = foodName;
     SwinGame.LoadBitmapNamed(foodName, foodName);
     _holdingFood = SwinGame.CreateSprite(SwinGame.BitmapNamed(foodName));
     SwinGame.SpriteSetX(_holdingFood, 383);
     SwinGame.SpriteSetY(_holdingFood, 178);
 }
Exemple #23
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 public EnemySlow(float x, float y, Player player)
 {
     X       = x;
     Y       = y;
     _player = player;
     Speed   = 5;
     Type    = SwinGame.BitmapNamed("enemy1");
 }
        public static Bitmap AddBitmap(string imageName, string BitmapName)
        {
            string NewBitmapPath = Directory.GetCurrentDirectory() + imageDirectory + imageName;

            //NewBitmapPath = DirectoryLocation + imageDirectory + imageName;
            SwinGame.LoadBitmapNamed(BitmapName, NewBitmapPath);
            return(SwinGame.BitmapNamed(BitmapName));
        }
Exemple #25
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 // Gets an Image currently loaded in the Resources
 public static Bitmap GameImage(string image)
 {
     //return _Images(image);
     if (_toggle)
     {
         image += "1";
     }
     return(SwinGame.BitmapNamed(image));
 }
Exemple #26
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        /// <summary>
        /// Creates a firework sprite for the game ending.
        /// </summary>
        /// <returns>A sprite with the firework data</returns>
        public Sprite createFireWork()
        {
            Sprite sprite = SwinGame.CreateSprite(SwinGame.BitmapNamed("fireworksBmp"), SwinGame.AnimationScriptNamed("fireworksScrpt"));

            SwinGame.SpriteStartAnimation(sprite, "firework_start");
            SwinGame.SpriteSetX(sprite, rand.Next(10, 790));
            SwinGame.SpriteSetY(sprite, rand.Next(10, 250));
            return(sprite);
        }
Exemple #27
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        /// <summary>
        /// Creates a visual healing effect
        /// </summary>
        /// <returns>The effect.</returns>
        /// <param name="hero">Hero.</param>
        public Sprite createEffect(Unit hero)
        {
            Sprite sprite = SwinGame.CreateSprite(SwinGame.BitmapNamed("effectsBmp"), SwinGame.AnimationScriptNamed("healingScrpt"));

            SwinGame.SpriteStartAnimation(sprite, "healing_effect");
            SwinGame.SpriteSetX(sprite, hero.getX() - 70);
            SwinGame.SpriteSetY(sprite, hero.getY() - 80);
            return(sprite);
        }
 public ZYCustomer(string image)
 {
     //customer sprite
     SwinGame.LoadBitmapNamed(image, image);
     _customer = SwinGame.CreateSprite(SwinGame.BitmapNamed(image));
     //
     //get new wish from Wish Generator
     _wish = ZYWishGenerator.NewWish();
 }
Exemple #29
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        public UI_PlayerSelectTemplate(A3RData a3RData, endSelectStage endSelectStage) : base(a3RData)
        {
            _endSelectStage = endSelectStage;


            _menuLogo = new UI_StaticImage(Camera, Width(0.45f), Height(0.14f),
                                           SwinGame.BitmapNamed("menuLogo"));
            AddElement(_menuLogo);
        }
Exemple #30
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 /// <summary>
 /// A Constructor without the animation details
 /// </summary>
 public Projectile(string bitmap, float projectileSpeed, Unit unit)
 {
     this.unit = unit;
     this.projectileSpeed = projectileSpeed;
     sprite = SwinGame.CreateSprite (SwinGame.BitmapNamed (bitmap));
     SwinGame.SpriteSetX (sprite, unit.getX()+10);
     SwinGame.SpriteSetY (sprite, unit.getY());
     SwinGame.SpriteSetDX (sprite, projectileSpeed);
 }