/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here player = new PlayerClass(); map1 = new Map(); base.Initialize(); }
//Constructor for new spear //Takes inputs (Player, ScreenSize, Map) public SpearClass(PlayerClass spearOwner, Texture2D spearText,Texture2D indicatorText, Vector2 ScreenSize, /*necesary?*/ Map m, PlayerClass[] players) { this.spearText = spearText; this.indicatorText = indicatorText; this.players = players; spear.Width = spearText.Width-20; spear.Height = spearText.Height; Width = spearText.Width; Height = spearText.Height; velocity.X = 0; velocity.Y = 0; this.spearOwner = spearOwner; spearOrientation = 0; this.SCREENSIZE = ScreenSize; this.m = m; spearOwner.setSpear(this); }
public void reset(PlayerClass p, Map newMap) { if (p == null) return; gravityEffect = 0; setOwner(p); //Width = spear.Width; //Height = spear.Height; velocity.X = 0; velocity.Y = 0; spearOrientation = 0; isInUse = false; throwing = false; attachedToPlayer = true; atRest = true; spear.X = spearOwner.getPlayerRect().X; spear.Y = spearOwner.getPlayerRect().Y; spearOwner.setSpear(this); this.m = newMap; }
public void Initialize(Texture2D text, Vector2 playerPos, Vector2 ScreenSize, Map m) { playerText = text; pos = playerPos; Width = playerText.Width; Height = playerText.Height; velocity.X = 0; velocity.Y = 0; SCREENSIZE = ScreenSize; arena = m; }
public void LoadContent(ContentManager Content) { Vector2 negPos = new Vector2(-100, -100); activePlayers = 0; if (playersInGame[0]) { players[0] = player1; activePlayers++; } else player1.active = false; if (playersInGame[1]) { players[1] = player2; activePlayers++; } else player2.active = false; if (playersInGame[2]) { players[2] = player3; activePlayers++; } else player3.active = false; if (playersInGame[3]) { players[3] = player4; activePlayers++; } else player4.active = false; Vector2 offset = new Vector2(-4, -4); Texture2D bar = Content.Load<Texture2D>("bar"); Texture2D dust = Content.Load<Texture2D>("Dust_Trail"); Texture2D dustPoof = Content.Load<Texture2D>("Dust_Poof"); control_diagram = Content.Load<Texture2D>("controller"); scores_bg = Content.Load<Texture2D>("scores"); Texture2D powerup = Content.Load<Texture2D>("powerups"); for(int i = 0; i < 4; i++) { if (players[i] != null && players[i].active) { players[i].Initialize(Content.Load<Texture2D>(playerTexts[i]), negPos, screenSize, null, players, playerOffsets[playerCharNums[i]], bar, charWidths[playerCharNums[i]]); players[i].moveFrames = charFrameData[playerCharNums[i],0]; players[i].idles = idleAnim[playerCharNums[i]]; players[i].frameLength = charFrameData[playerCharNums[i], 1]; players[i].armOffset = new Vector2(charFrameData[playerCharNums[i], 2], charFrameData[playerCharNums[i], 3]); players[i].shoulder = new Vector2(charFrameData[playerCharNums[i], 4], charFrameData[playerCharNums[i], 5]); players[i].throwWidth = charFrameData[playerCharNums[i], 6]; players[i].throwHeight = charFrameData[playerCharNums[i], 7]; players[i].flipOff = charFrameData[playerCharNums[i], 8]; players[i].flipOrigin = charFrameData[playerCharNums[i], 9]; } } //Setup for common player resources foreach (PlayerClass p in players) { if (p != null) { p.deadText = Content.Load<Texture2D>("spriteDead"); p.Death_Sound = Content.Load<SoundEffect>("audio/sfx/Player_Death").CreateInstance(); p.Jump_Sound = Content.Load<SoundEffect>("audio/sfx/Player_Jump").CreateInstance(); p.Blink_Sound = Content.Load<SoundEffect>("audio/sfx/Player_Blink").CreateInstance(); p.Unblink_Sound = Content.Load<SoundEffect>("audio/sfx/Player_Blink").CreateInstance(); p.dustEffect = dust; p.dustPoof = dustPoof; p.aniList = animations; } } Texture2D spearTex = Content.Load<Texture2D>("spearsprite"); Texture2D indicator = Content.Load<Texture2D>("spearIndicator"); spear1 = new SpearClass(player1, spearTex, indicator, screenSize, null, players); spear2 = new SpearClass(player2, spearTex, indicator, screenSize, null, players); spear3 = new SpearClass(player3, spearTex, indicator, screenSize, null, players); spear4 = new SpearClass(player4, spearTex, indicator, screenSize, null, players); //Setup for common spear resources Throw_Sound = Content.Load<SoundEffect>("audio/sfx/Spear_Throw"); Hit_Player_Sound = Content.Load<SoundEffect>("audio/sfx/Spear_Player_Hit"); Hit_Wall_Sound = Content.Load<SoundEffect>("audio/sfx/Spear_Wall_Hit"); Stab_Sound = Content.Load<SoundEffect>("audio/sfx/Spear_Attack"); foreach (SpearClass s in spears) { s.Throw_Sound = Throw_Sound.CreateInstance(); s.Hit_Player_Sound = Hit_Player_Sound.CreateInstance(); s.Hit_Wall_Sound = Hit_Wall_Sound.CreateInstance(); s.Stab_Sound = Stab_Sound.CreateInstance(); } StreamReader[] mapData = new StreamReader[5]; for(int i = 0; i < 5; i++) { mapData[i] = File.OpenText("Content/MapData/"+maps.Maps()[i]+".map"); mapObs[i] = new Map(); mapObs[i].Initialize(Content.Load<Texture2D>("MapData/"+maps.Maps()[i]+"Color"), mapData[i].ReadToEnd(), 32, 50, 30, players, powerup); } font = Content.Load<SpriteFont>("miramo30"); resetMap(); }
public void Initialize() { player1 = players[0]; player2 = players[1]; player3 = players[2]; player4 = players[3]; dummy = new PlayerClass(); dummy.score = -100; rank = new PlayerClass[4]; rankp = new List<PlayerClass>(); ranking = new List<PlayerClass>(); pos = new Vector2[4]; nextState = null; map1 = new Map(); }