Exemple #1
0
        public Character(string name, int health, int armour)
            : base(name)
        {
            _physics    = new PhysicsComponent(this);
            _selected   = false;
            _weapon     = new Weapon("Base Weapon 1 -- Remove asap.", 0f, 50f, ProjectileType.MachineGun);
            _weapon2    = new WeaponAcidCannon(30f, 70f);
            _weaponList = new List <Weapon>();

            _maxArmour = armour;
            _maxHealth = health;

            EntityManager.Instance.AddEntity(this);

            _state = new StateComponent <CharacterState>(CharacterState.Idle);


            _selectedWeapon           = _weapon;
            _physics.WindFrictionMult = 0.01f;


            _weaponList.Add(_weapon);
            _weaponList.Add(_weapon2);

            _smokeCount = 0;
        }
Exemple #2
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 public UI_DynamicImage(float x, float y, float startX, float startY, int easeSpeed, Bitmap bitmap)
     : base(startX, startY, bitmap)
 {
     _targetX        = x;
     _targetY        = y;
     _easeSpeed      = easeSpeed;
     _stateComponent = new StateComponent <DynamicImageState>(DynamicImageState.TransitionIn);
 }
Exemple #3
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 public Player(string name, World world)
     : base(name)
 {
     //The world is always an observer for the player.
     _observerComponent = new ObserverComponent();
     _observerComponent.AddObserver(world.ObserverInstance);
     _observerComponent.AddObserver(UserInterface.Instance.ObserverInstance);
     _state        = new StateComponent <PlayerState>(PlayerState.Idle);
     _observeDelay = 0;
 }
Exemple #4
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        public Projectile(string name, Weapon parentWeapon, Point2D pos, Point2D vel, float damage, float explRad, float damageRad) : base(name)
        {
            _parentWeapon     = parentWeapon;
            _physics          = new PhysicsComponent(this);
            _physics.Velocity = vel;
            Pos = pos;
            _physics.Position = pos;
            _state            = new StateComponent <ProjectileState>(ProjectileState.Alive);

            _baseDamage = damage;
            _explRad    = explRad;
            _damageRad  = damageRad;

            EntityManager.Instance.AddEntity(this);
        }
Exemple #5
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        public ArtilleryGame()
        {
            LoadResources();

            _windowRect = new Rectangle
            {
                Width  = Constants.WindowWidth,
                Height = Constants.WindowHeight
            };

            PhysicsEngine.Instance.SetWindowRect(_windowRect);
            UserInterface.Instance.SetWindowRect(_windowRect);
            UserInterface.Instance.OnNotifyUIEvent = NotifyUIEvent;

            _inputHandler   = new InputHandler();
            _stateComponent = new StateComponent <MenuState>(MenuState.MainMenu);
        }
        public UI_PlayerSelect()
        {
            _stateComponent = new StateComponent <PlayerSelectState>(PlayerSelectState.ReadingNumberPlayers);

            _menuLogo = new UI_StaticImage(Width(0.45f), Height(0.14f), SwinGame.BitmapNamed("menuLogo"));
            AddElement(_menuLogo);

            textElement = new UI_Text(Width(0.5f), Height(0.35f),
                                      Color.Black, "Number of players:", true);
            AddElement(textElement);



            //start reading number players.
            SwinGame.StartReadingText(Color.Black, 20, SwinGame.FontNamed("guiFont"),
                                      (int)Width(0.5f), (int)Height(0.4f));

            _players = new List <Player>();
        }
        public UI_PlayerSelect_Legacy(A3RData a3RData)
            : base(a3RData)
        {
            _stateComponent = new StateComponent <PlayerSelectState>(PlayerSelectState.ReadingNumberPlayers);

            _menuLogo = new UI_StaticImage(a3RData.Camera, Width(0.45f), Height(0.14f), SwinGame.BitmapNamed("menuLogo"));
            AddElement(_menuLogo);

            textElement = new UI_Text(a3RData.Camera, Width(0.5f), Height(0.35f),
                                      Color.Black, "Number of players:", true);
            AddElement(textElement);



            //start reading number players.
            SwinGame.StartReadingText(Color.Black, 20, SwinGame.FontNamed("guiFont"),
                                      (int)Width(0.5f), (int)Height(0.4f));

            _players = Artillery3R.Services.A3RData.Players;
        }
Exemple #8
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        public World(Rectangle windowRect, InputHandler inputHandler)
        {
            _windowRect = windowRect;
            UserInterface.Instance.World = this;
            _camera           = UserInterface.Instance.Camera;
            _cameraFocusPoint = new CameraFocusPoint();
            _logicalTerrain   = new Terrain(_windowRect);
            _environment      = new Environment(_windowRect, _camera);
            _inputHandler     = inputHandler;
            _players          = new List <Player>();
            _selectedPlayer   = null;
            _state            = new StateComponent <WorldState>(WorldState.TrackingPlayer); //change to loading later
            _observer         = new WorldObserver(this);
            _random           = new Random();

            _windMarker = SwinGame.CreateSprite(SwinGame.BitmapNamed("windMarker"));

            _satellite = new Satellite("Maia", Constants.TerrainWidth / 2, -300);



            _turnCount = 0;
        }
Exemple #9
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        public CombatGameState(A3RData a3RData)
            : base(a3RData)
        {
            _a3RData    = a3RData;
            _windowRect = a3RData.WindowRect;

            _cameraFocusPoint = new CameraFocusPoint();

            A3RData.Environment = new Environment(_windowRect, A3RData.Camera);

            _state = new StateComponent <CombatState>(CombatState.TrackingPlayer); //change to loading later

            A3RData.Satellite = new Satellite("Maia", Constants.TerrainWidth / 2, -300);

            _inputHandler = new InputHandler();

            _observer = new CombatStateObserver(this);

            UIModule = new UI_Combat(A3RData);

            _backgroundBg = SwinGame.BitmapNamed("combatBg");

            _turnCount = 0;
        }
Exemple #10
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 public Player(string name)
     : base(name)
 {
     _state        = new StateComponent <PlayerState>(PlayerState.Idle);
     _observeDelay = 0;
 }
Exemple #11
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        public Character(string name, int health, int armour, Player parent)
            : base(name)
        {
            _parent     = parent;
            _weaponList = new List <Weapon>(_weaponCapacity);
            _inventory  = new List <Weapon>(_inventoryCapacity);

            for (int i = 0; i < _weaponCapacity; i++)
            {
                _weaponList.Add(null);
            }

            for (int i = 0; i < _inventoryCapacity; i++)
            {
                _inventory.Add(null);
            }

            _physics  = new PhysicsComponent(this);
            _selected = false;


            _targetBox = new Rectangle()
            {
                Width  = 100,
                Height = 15,
                Y      = -50
            };
            _targetBox.X = -_targetBox.Width / 2;


            _rearGlassBox = new Rectangle();
            _armourBox    = new Rectangle();
            _healthBox    = new Rectangle();

            _nameBox       = new Rectangle();
            _nameBoxTarget = new Rectangle()
            {
                Width  = 70,
                Height = 15,
                Y      = -70
            };

            _wepBox       = new Rectangle();
            _wepBoxTarget = new Rectangle()
            {
                Width  = 70,
                Height = 15,
                Y      = +20
            };
            _nameBoxTarget.X = -_nameBoxTarget.Width / 2;

            _glassColor       = SwinGame.RGBAColor(0, 0, 0, 0);
            _glassColorTarget = SwinGame.RGBAColor(250, 250, 255, 160);

            _healthColor       = SwinGame.RGBAColor(0, 0, 0, 0);
            _healthColorTarget = SwinGame.RGBAColor(87, 128, 109, 200);

            _armourColor       = SwinGame.RGBAColor(0, 0, 0, 0);
            _armourColorTarget = SwinGame.RGBAColor(124, 123, 127, 240);

            _textColor       = SwinGame.RGBAColor(0, 0, 0, 0);
            _textColorTarget = SwinGame.RGBAColor(20, 20, 50, 140);

            _fuel = _maxFuel;

            _maxArmour = armour;
            _maxHealth = health;

            Artillery3R.Services.EntityManager.AddEntity(this);

            _state = new StateComponent <CharacterState>(CharacterState.Idle);


            _selectedWeapon           = null;
            _physics.WindFrictionMult = 0.01f;

            _switchWeaponTimer = new Timer(20);


            _smokeCount = 0;
        }
Exemple #12
0
 public Player(string name, IInputMethod inputMethod)
     : base(name)
 {
     _inputMethod = inputMethod;
     _state       = new StateComponent <PlayerState>(PlayerState.Idle);
 }