Exemple #1
0
        protected override void Initialize()
        {
            Pixelclass.Content = Content;

            Actor.Dimentions = new Point(32, 32);
            Level.m_LayerSize = Actor.Dimentions;
            m_level = new Level();
            m_Player = new Player();
            m_input = new InputManager();
            m_cam = new Camera(GraphicsDevice.Viewport);

            base.Initialize();
            
            //m_level.m_mazeGen.GenerateMaze(new MazeInfo(new Point(65, 65), 10, 2, 2, 100));
            m_Player.VirtualPosition = m_level.m_StartPos;

        }
Exemple #2
0
        public void UpdateMe(GameTime gt,Player player,InputManager input)
        {
            if (input.WasPressedBack(Keys.Enter))
            {
                if (player.VirtualPosition == m_WinPos)
                {
                    Height++;
                    if (Height % 10 == 0)
                        RegenTown();
                    else
                        RegenMaze();
                    player.VirtualPosition = m_StartPos;
                }
                else if (player.VirtualPosition == m_StartPos)
                {
                    Height--;
                    if (Height % 10 == 0)
                        RegenTown();
                    else
                        RegenMaze();
                    player.VirtualPosition = m_WinPos;
                }
            }
            if (input.IsDown(Keys.Space))
            {
                Rectangle temprect;
                temprect = m_mazeGen.m_rooms[Game1.RNG.Next(0, m_mazeGen.m_rooms.Count)];

                m_enemies.Add(new Enemy(new Point(temprect.X + Game1.RNG.Next(1, temprect.Width - 1), temprect.Y + Game1.RNG.Next(1, temprect.Height - 1))));
            }
            for (int i = 0; i < m_enemies.Count; i++)
                m_enemies[i].UpdateMe(gt, this);
        }
Exemple #3
0
        public void DrawMap(SpriteBatch sb,Player p)
        {
            Vector2 temp = new Vector2(Game1.graphics.PreferredBackBufferWidth / 2, Game1.graphics.PreferredBackBufferHeight / 2);

            int size = 4;

            temp.X -= (Map.GetLength(0)*size) / 2;
            temp.Y -= (Map.GetLength(1) * size) / 2;
            for (int x = 0; x < Map.GetLength(0); x++)
            {
                for (int y = 0; y < Map.GetLength(1); y++)
                {
                    if (Map[x, y] == 0)
                    {
                        sb.Draw(Pixel, new Rectangle((x *size) + (int)temp.X, (y * size) + (int)temp.Y, size, size), Color.White * 0.2f);
                    }
                }
            }

            for (int i = 0; i < m_enemies.Count; i++)
                m_enemies[i].DrawMap(sb,temp);

            p.DrawMap(sb, temp);

            sb.Draw(Pixel, new Rectangle((m_WinPos.X * size) + (int)temp.X, (m_WinPos.Y * size) + (int)temp.Y, size, size), Color.Green * 0.5f);
            sb.Draw(Pixel, new Rectangle((m_StartPos.X * size) + (int)temp.X, (m_StartPos.Y * size) + (int)temp.Y, size, size), Color.Red * 0.5f);


        }