public static void LoadCurrentLevel(GameplayScreen gameplayScreen, int level, ContentManager content) { GameOver = false; LevelWon = false; switch (level) { case 0: _currentLevel = new SurvivalLevel(); break; case 1: _currentLevel = new LevelOne(); break; case 2: _currentLevel = new LevelTwo(); break; case 3: _currentLevel = new LevelThree(); break; case 4: _currentLevel = new LevelFour(); break; case 5: _currentLevel = new FinalLevel(); break; } _currentLevel.Load(gameplayScreen,content); }
public Laser(GameplayScreen gameplayScreen, GameCharacter owner) : base(gameplayScreen, owner) { beam = new BasicPrimitives(gamePlayScreen.ScreenManager.GraphicsDevice); //Default beam colour can be changed with public property LaserColour = new Color(255, 255, 255, 180); LaserThickness = 2; coolDownTime = 3.5; coolDownElapsed = 0; burstDuration = 1.5; dps = 20; }
public static void AddEnemy(GameplayScreen gameplayScreen, string name, Vector2 position, GameCharacter target) { if(name.StartsWith("Gr")) { var g = new Grunt(gameplayScreen){Center = position}; g.Initialize(); g.Name = name; if(target != null) g.Target = target; _enemies.Add(g); } else if(name.StartsWith("So")) { var m = new Soldier(gameplayScreen) { Center = position }; m.Initialize(); m.Name = name; m.Target = target; _enemies.Add(m); NumSoldiers += 1; } else if(name.StartsWith("Sp")) { var s = new Spawner(gameplayScreen) { Center = position }; s.Initialize(); s.Name = name; s.Target = target; _enemies.Add(s); } else if(name.StartsWith("Bo")) { _boss = new Boss(gameplayScreen) { Center = position }; _boss.Initialize(); _boss.Name = name; NumBosses++; _boss.Target = target; _enemies.Add(_boss); _boss.Died += new DeathEventHandler(_boss_Died); } }
public static void Initialize(Game game, GameplayScreen gamePlayScreen, Nathaniel nathaniel, Hermes hermes) { PlayerCharacters = new List<GameCharacter>(); _nathaniel = nathaniel; _hermes = hermes; _nathaniel.Initialize(); _hermes.Initialize(); PlayerCharacters.Add(_nathaniel); PlayerCharacters.Add(_hermes); GameplayScreen.FocusedAgent = Nathaniel; BuildMenu = new BuildStructureMenu(game, gamePlayScreen); BuildMenu.Initialize(); }
public PauseMenu(Game game, GameplayScreen gameplayScreen) : base(game, gameplayScreen) { }
protected ProjectileWeapon(GameplayScreen gameplayScreen, GameCharacter owner) : base(gameplayScreen, owner) { ammo = new List<Projectile>(); }
public GameOverScreen(Game game, GameplayScreen gameplayScreen) : base(game) { _gameplayScreen = gameplayScreen; _vp = _gameplayScreen.ScreenManager.GraphicsDevice.Viewport; }
protected PopUpScreen(Game game, GameplayScreen gameplayScreen) : base(game) { this.gameplayScreen = gameplayScreen; }
protected BadGameCharacter(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }
public static void AddEnemy(GameplayScreen gameplayScreen, string name, Vector2 position) { AddEnemy(gameplayScreen, name, position, null); }
protected DefensiveStructure(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }
public Soldier(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }
public Grunt(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }
public BuildStructureMenu(Game game, GameplayScreen gameplayScreen) : base(game) { _gameplayScreen = gameplayScreen; _vp = _gameplayScreen.ScreenManager.GraphicsDevice.Viewport; }
public HealTower(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }
protected GameCharacter(GameplayScreen gamePlayScreen) { this.gamePlayScreen = gamePlayScreen; healthbar = new HealthBar(ImageManager.HealthBarTexture, this); }
public static void Initialize(GameplayScreen gameplayScreen) { _gameplayScreen = gameplayScreen; var vp = _gameplayScreen.ScreenManager.GraphicsDevice.Viewport; _displayTime = ""; var sideMargin = vp.Width * 0.01f; var topMargin = vp.Height * 0.01f; var bottomMargin = vp.Height * 0.1f; _topLeft = new Vector2(vp.X + sideMargin, vp.Y + topMargin); _topCenterLeft = new Vector2(vp.X + vp.Width / 4 + sideMargin, vp.Y + topMargin); _topCenterRight = new Vector2(vp.X + vp.Width / 2 + sideMargin, topMargin); _topRight = new Vector2(vp.X + vp.Width * 0.75f + sideMargin, vp.Y + topMargin); _bottomLeft = new Vector2(vp.X + sideMargin, vp.Height - bottomMargin); _bottomCenterLeft = new Vector2(vp.X + vp.Width / 4 + sideMargin, vp.Height - bottomMargin); _bottomCenterRight = new Vector2(vp.X + vp.Width / 2 + sideMargin, vp.Height - bottomMargin); _bottomRight = new Vector2(vp.X + vp.Width * 0.75f + sideMargin, vp.Height - bottomMargin); _hudTextColour = Color.Bisque; _nathanielIconColour = Color.White; _hermesIconColour = Color.White; var backdropHeight = (int)bottomMargin; var iconWidth = (int)(vp.Width * 0.125f); var iconHeight = (int)(backdropHeight * 0.75f); const int spacing = 10; _backDrop = new Rectangle(0, 0, vp.Width, backdropHeight); //Populate the top part of the HUD HermesButton = new Rectangle((int)_topLeft.X, (int)_topLeft.Y, iconWidth, iconHeight); HermesModeButton = new Rectangle((int)_topLeft.X, HermesButton.Bottom, iconWidth, iconHeight); NathanielButton = new Rectangle((int)_topLeft.X + iconWidth + spacing, (int)_topLeft.Y, iconWidth, iconHeight); _heartIconArea = new Rectangle(NathanielButton.Right+spacing, (int)_topLeft.Y+spacing, iconWidth-spacing*2, iconHeight-spacing); _livesNumberPosition = new Vector2(_heartIconArea.Center.X - 11, _heartIconArea.Center.Y - 22); _recourcesTextPosition = new Vector2(_heartIconArea.Right+spacing, _topRight.Y); _clockIconArea = new Rectangle(_heartIconArea.Right+spacing*20, (int)_topRight.Y, 30,30); _timeNumberPosition = new Vector2(_clockIconArea.Right+spacing, _topRight.Y); MenuButton = new Rectangle((int)_topRight.X+spacing*4, (int)_topRight.Y, (int)(iconWidth*1.25f), iconHeight); }
public Spawner(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }
public Hermes(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }
public Nathaniel(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }
public GunTower(GameplayScreen gamePlayScreen) : base(gamePlayScreen) { }