Exemple #1
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        public OverlayOptionMenu(Vector2 pPosition, MainGame pMainGame, SceneGameplay pCurrentScene) : base(pMainGame)
        {
            Position     = pPosition;
            currentScene = pCurrentScene;

            Load();
        }
Exemple #2
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        public GameFile(SceneGameplay pScene)
        {
            serializableClass = new XmlGameFile();

            currentScene    = pScene;
            currentGameData = "";
        }
Exemple #3
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        public BuildMode(Texture2D pSelectorTexture, Texture2D pTileSelectorTexture, SceneGameplay pCurrentScene)
        {
            selectorTexture     = pSelectorTexture;
            tileSelectorTexture = pTileSelectorTexture;
            currentScene        = pCurrentScene;

            Load();
        }
Exemple #4
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        public GameplayOutput(Vector2 pPosition, MainGame pMainGame, MapFile mapFile, Hero pPlayer, SceneGameplay pCurrentScene)
        {
            Position       = pPosition;
            mainGame       = pMainGame;
            currentScene   = pCurrentScene;
            currentMapFile = mapFile;
            player         = pPlayer;

            //Item Inventory Texture
            ItemTexture.Populate(mainGame);

            //Item Data
            ItemData.PopulateData();

            //Overlay
            OverlayActive     = false;
            overlayOptionMenu = new OverlayOptionMenu(new Vector2(MainGame.ScreenWidth / 2 - OverlayOptionMenu.Width / 2,
                                                                  (int)(MainGame.ScreenHeight / 2) - OverlayOptionMenu.Height / 2),
                                                      mainGame, currentScene);

            //Inventory
            InventoryManager = new InventoryManager();
            InventoryManager.AddObject("SCYTHE", 1);
            InventoryManager.AddObject("BASEBATON", 1);

            //ItemBar
            float itemBarX = MainGame.ScreenWidth / 2 - 520 / 2;
            float itemBarY = MainGame.ScreenHeight - MainGame.ScreenHeight / 6 + 50 / 2;

            itemBar = new ItemBar(InventoryManager, new Vector2(itemBarX, itemBarY));
            itemBar.Populate();

            //InvetoryOverlay
            float InventoryposX = MainGame.ScreenWidth / 2 - 600 / 2;
            float InventoryposY = MainGame.ScreenHeight / 2 - 350 / 2;

            overlayInventory = new OverlayInventory(mainGame, InventoryManager, new Vector2(InventoryposX, InventoryposY), itemBar);

            overlayInventory.Populate();

            //player
            player.inventoryManager = InventoryManager;
            player.overlayInventory = overlayInventory;

            //Time
            timePosition = new Vector2(MainGame.ScreenWidth - 70, 5);

            //Fps
            Fps_CountPosition = new Vector2(0, 0);

            //Interact
            interactString   = "Press R";
            IsInteracting    = false;
            interactPosition = new Vector2(0, 0);

            //SpellSelector
            spellSelector = new HeroSpellSelector(player);
        }
Exemple #5
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 public Hero(Texture2D pTileSheet, Texture2D pSelector, int pTotalWidth, int pTotalHeight,
             int pWidth, int pHeight, float pFrameTime, int pScale, SceneGameplay pSceneGameplay, Texture2D pBatonTexture)
     : base(pTileSheet, pTotalWidth, pTotalHeight, pWidth, pHeight, pFrameTime, pScale)
 {
     Energy          = 100;
     selectorTexture = pSelector;
     sceneGameplay   = pSceneGameplay;
     Load();
 }
Exemple #6
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        public HeroTileSelect(Texture2D pTexture, int pScale, SceneGameplay pSceneGameplay)
        {
            Index     = 0;
            Gid       = 0;
            drawing   = false;
            texture   = pTexture;
            Position  = Vector2.Zero;
            scale     = pScale;
            WithMouse = true;
            scene     = pSceneGameplay;

            color = new Color(255, 255, 255, 0.9f);
        }
Exemple #7
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 public route1(MainGame pMainGame, SceneGameplay pCurrentScene, Map pLastMap)
     : base(pMainGame, pCurrentScene, pLastMap)
 {
     SceneGameplay.enemieManager = new EnemieManager();
 }
Exemple #8
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 public house(MainGame pMainGame, SceneGameplay pCurrentScene, Map pLastMap)
     : base(pMainGame, pCurrentScene, pLastMap)
 {
 }
Exemple #9
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 public Map(MainGame pMainGame, SceneGameplay pCurrentScene, Map pLastMap)
 {
     mainGame     = pMainGame;
     currentScene = pCurrentScene;
     lastMap      = pLastMap;
 }
Exemple #10
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 public LayerManager(SceneGameplay pScene)
 {
     currentScene = pScene;
 }
Exemple #11
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 public PlayerLevel(MainGame pMainGame, SceneGameplay pCurrentScene, Map pLastMap)
     : base(pMainGame, pCurrentScene, pLastMap)
 {
 }
Exemple #12
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 public MapManager(MainGame pMainGame, SceneGameplay pSceneGameplay)
 {
     mainGame      = pMainGame;
     sceneGameplay = pSceneGameplay;
 }