public Player(Game game) { chooseFlagState = (ChooseFlagState)game.Services.GetService(typeof(IChooseFlagState)); buildingBoardState = (BuildingBoardState)game.Services.GetService(typeof(IBuildingBoardState)); placingSoldiersState = (PlacingSoldiersState)game.Services.GetService(typeof(IPlacingSoldiersState)); particleService = (ParticleService)game.Services.GetService(typeof(ParticleService)); army_size = 21; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); particleService = new ParticleService(this, GraphicsDevice); Components.Add(particleService); // Load sounds string musicPath = @"Sounds\Music"; string fxPath = @"Sounds\SoundFX\"; soundManager.LoadContent(musicPath, fxPath); CelCount celCount = new CelCount(5, 25); /* celAnimationManager.AddAnimation("Aura", "Aura", celCount, 10); * celAnimationManager.ResumeAnimation("Aura");*/ countryList = new List <string>() { "Australia", "Brazil", "Canada", "China", "Ethiopia", "France", "India", "Israel", "Italy", "Jamaica", "Japan", "Macedonia", "North Korea", "Philippines", "South Africa", "South Korea", "Switzerland", "Turkey", "USA" }; foreach (var country in countryList) { celCount = new CelCount(5, 25); celAnimationManager.AddAnimation(country, country, celCount, 10); celAnimationManager.ResumeAnimation(country); } font30 = Content.Load <SpriteFont>(@"Fonts\KaushanScript30"); font30static = font30; font300 = Content.Load <SpriteFont>(@"Fonts\KaushanScript300"); button_texture = Content.Load <Texture2D>(@"Textures\Controls\Button1"); }
public Pawn(Game game, string _flag_animation, Tile _tile, int _strength, Team _team, int _id, SpriteFont _strength_font) { this.game = (Game1)game; celAnimationManager = (ICelAnimationManager)game.Services.GetService(typeof(ICelAnimationManager)); particleService = (ParticleService)game.Services.GetService(typeof(ParticleService)); playingState = (PlayingState)game.Services.GetService(typeof(IPlayingState)); flag_animation = _flag_animation; //setting animation. if (_strength == 21) //setting the king of flags. { the_flag = true; } id = _id; // pawn id (always equals strength - 1). current_tile = _tile; // the current tile we are on. _tile.SetCurrentPawn(this); // telling the tile we are on it. team = _team; strength_font = _strength_font; _tile.occupied = Tile.Occupied.yes_by_me; strength = _strength; isMouseClicked = false; hasMoved = false; position = new Vector2(_tile.GetCartasianRectangle().X, _tile.GetCartasianRectangle().Y); send_update = true; //initialize as true it tells the server to update this pawn for the second player. }