Exemple #1
0
        /// <summary>
        /// Create the game instance
        /// </summary>
        public MainGame(string level)
        {
            currentBomb_ = new CurrentElement();
            this.graphics_ = new GraphicsDeviceManager(this)
                                 {
                                     IsFullScreen = true,
                                     SupportedOrientations = DisplayOrientation.LandscapeLeft,
                                     PreferMultiSampling = true
                                 };
            this.level_ = level;
            ended_ = false;
            lose_ = false;
            this.em_ = new Event();
            this.ladder_ = new Ladder();
            this.selecterAnimation_ = new SelecterAnimation();

            #region mapNameInit

            mapName_ = new List<string>
                           {
                               "NumbaWan",
                               "DidUCheckTuto",
                               "It's Something",
                               "Versus",
                               "CombisTheG",
                               "InTheRedCorner",
                               "TheBreach",
                               "OppositeForces",
                               "XFactor",
                               "ChooseYourSide",
                               "DynamiteWarehouse",
                               "FaceToFace",
                               "OneStepAway",
                               "FindYourWayOut",
                               "Corporate",
                               "Unreachable",
                               "Tetris",
                               "Life",
                               "Invasion",
                               "A-Maze-Me"
                           };
            tutoName_ = new List<string>
                            {
                                "TutoNormalBomb",
                                "TutoLineBomb",
                                "TutoConeBomb",
                                "TutoXBomb",
                                "TutoCheckpointBS",
                                "TutoHBomb",
                                "TutoUltimateBomb",
                                "TutoBonusTNT"
                            };

            #endregion

            isTuto_ = tutoName_.Contains(this.level_);

            Content.RootDirectory = "Content";
        }
Exemple #2
0
        /// <summary>
        /// Event Unitests
        /// </summary>
        public static void Unitest()
        {
            var e = new Event();

            while (true)
            {
                var ret = e.GetEvents();
                while (ret.ActionType == Action.Type.NoEvent)
                {
                    ret = e.GetEvents();
                    // Do an action to leave the loop
                }
                // Put your breakpoint here
            }
        }
Exemple #3
0
        ///  <summary>
        /// 
        ///  </summary>
        /// <param name="text"> The SpriteSheet</param>
        /// <param name="framesPerAnim">The number of Frames of each animations</param>
        /// <param name="linesPerAnim">The number of Lines for each animations</param>
        /// <param name="frameSpeed">the average speed given to the animations</param>
        /// <param name="cycles"></param>
        /// <param name="animations">the number of animation on the SpriteSheet</param>
        public SpriteSheet(Texture2D text, int[] framesPerAnim, int[] linesPerAnim, double[] frameSpeed, bool[] cycles,
                           int animations)
        {
            this.spriteSheet_ = text;
            this.currentAnimation_ = 0;
            this.currentFrame_ = 0;
            this.currentElapsedTime_ = 0;
            this.event_ = new Event();

            this.anims_ = new Dictionary<int, Anim>(); // int useless, a terme mettre un enum qui fit bien.

            this.frameSize_ = new Rectangle(0, 0, this.spriteSheet_.Width / framesPerAnim.Max(),
                                            this.spriteSheet_.Height / animations);

            for (var i = 0; i < animations; ++i)
            {
                this.anims_.Add(i, new Anim(new Point(0, i), framesPerAnim[i], frameSpeed[i], cycles[i]));
                i += linesPerAnim[i] - 1;
            }
        }
Exemple #4
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="text">The SpriteSheet</param>
        /// <param name="framesPerAnim">The number of Frames of each animations</param>
        /// <param name="animations">the number of animation on the SpriteSheet</param>
        /// <param name="frameSpeed">the average speed given to the animations</param>
        public SpriteSheet(Texture2D text, int[] framesPerAnim, int animations, double frameSpeed = 30.0)
        {
            this.spriteSheet_ = text;
            this.currentAnimation_ = 0;
            this.currentFrame_ = 0;
            this.currentLine_ = 0;
            this.currentElapsedTime_ = 0;
            this.event_ = new Event();

            this.anims_ = new Dictionary<int, Anim>(); // int useless, a terme mettre un enum qui fit bien.

            this.frameSize_ = new Rectangle(0, 0, this.spriteSheet_.Width / framesPerAnim.Max(),
                                            this.spriteSheet_.Height / animations);

            this.anims_.Add(0, new Anim(new Point(0, 0), framesPerAnim[0], frameSpeed, true));
            for (var i = 1; i < animations; ++i)
            {
                this.anims_.Add(i, new Anim(new Point(0, i), framesPerAnim[i], frameSpeed));
            }
        }
Exemple #5
0
 /// <summary>
 /// Constructor used by the clone methods.
 /// Create a new SpriteSheet who is exactly the same
 /// than the one taken in parameters.
 /// </summary>
 /// <param name="ss">The spriteSheet to clone</param>
 private SpriteSheet(SpriteSheet ss)
 {
     this.spriteSheet_ = ss.spriteSheet_;
     this.frameSize_ = ss.frameSize_;
     this.anims_ = ss.anims_;
     this.event_ = ss.event_;
     this.currentAnimation_ = ss.currentAnimation_;
     this.AnimationDone = ss.AnimationDone;
     this.currentFrame_ = ss.currentFrame_;
     this.currentLine_ = ss.currentLine_;
     this.currentElapsedTime_ = ss.currentElapsedTime_;
 }