public ShotgunShell(PlatformerGame level, Vector2 position) { this.game = level; Position = position; IsAlive = false; LoadContent(); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main() { using (var game = new PlatformerGame()) { game.Run(); } }
public HandgunBullet(PlatformerGame level, Vector2 position) { this.game = level; Position = position; IsAlive = false; LoadContent(); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (PlatformerGame game = new PlatformerGame()) { game.Run(); } }
public void LoadContent() { int rand = PlatformerGame.RandomBetween(0, 100); if (rand >= 0 && rand <= 25) { idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/donut"), 0.1f, false); } else if (rand > 25 && rand <= 50) { idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/duff"), 0.1f, false, 71); } else if (rand > 50 && rand <= 75) { idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/chunli"), 0.1f, false, 40); } else if (rand > 75) { idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/winning"), 0.1f, false, 200); } sprite.PlayAnimation(idleAnimation); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 1.5); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.7); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); }
public BowserFire(PlatformerGame level, Vector2 position) { this.game = level; Position = position; IsAlive = false; LoadContent(); }
internal static void RunGame() { platformer = new PlatformerGame(); platformer.Run(); #if !__IOS__ && !__TVOS__ platformer.Dispose(); #endif }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { // Fun begins.. MonoGameGame = new PlatformerGame(); MonoGameGame.Run(); return(true); }
/// <summary> /// Constructs a new Spike /// </summary> public Knife(PlatformerGame level, Vector2 position, Player player) { this.game = level; this.position = position; this._player = player; LoadContent(); }
internal static void RunGame() { game = new PlatformerGame(); game.Run(); #if !__IOS__ && !__TVOS__ game.Dispose(); #endif }
public GrenadeExplosion(PlatformerGame game, Vector2 position, Player player) { this.game = game; this._player = player; Position = position; IsAlive = false; LoadContent(); }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); PlatformerGame.Activity = this; PlatformerGame g = new PlatformerGame(); SetContentView(g.Window); g.Run(); }
public Grenade(PlatformerGame level, Vector2 position, Player player) { this.game = level; this.position = position; this._player = player; LoadContent(); }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { // Fun begins.. game = new PlatformerGame (); game.Run (); return true; }
public void OnKilled(Player killedBy) { onKilledReset(); PlatformerGame.attacker_id = PlatformerGame.Players.IndexOf(killedBy); killedBy.KillCount += 1; sprite.PlayAnimation(dieAnimation); //play UT sounds PlatformerGame.PlayUTSounds(killedBy.KillCount); }
public override void FinishedLaunching(UIApplication app) { // Fun begins.. using (PlatformerGame game = new PlatformerGame()) { game.Run(); } //MediaLibrary lib = new MediaLibrary(); //object result = lib.Playlists; }
/// <summary> /// Constructors a new player. /// </summary> public Player(PlatformerGame level, Vector2 position, int id) { this.level = level; this.playerId = id; LoadContent(); respawnPosition = position; Reset(position); }
/// <summary> /// Constructs a new level. /// </summary> /// <param name="serviceProvider"> /// The service provider that will be used to construct a ContentManager. /// </param> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> public Level(IServiceProvider serviceProvider, Stream fileStream, int levelIndex, string[] backgroundSet, PlatformerGame game) { // Create a new content manager to load content used just by this level. content = new ContentManager(serviceProvider, "Content"); this.game = game; timeRemaining = TimeSpan.FromMinutes(2.0); exit[0] = InvalidPosition; exit[1] = InvalidPosition; LoadTiles(fileStream); // Load background layer textures. For now, all levels must // use the same backgrounds and only use the left-most part of them. layers = new Layer[3]; float scrollRate = 0.2f; for (int i = 0; i < layers.Length; ++i) { layers[i] = new Layer(Content, backgroundSet[i], scrollRate); scrollRate += 0.3f; } /* * for (int i = 0; i < layers.Length; ++i) * { * // Choose a random segment if each background layer for level variety. * int segmentIndex = levelIndex; * layers[i] = Content.Load<Texture2D>("Backgrounds/Layer" + i + "_" + segmentIndex); * } * */ // Load sounds. fallingSound = Content.Load <SoundEffect>("Sounds/fallSound"); clearSound = Content.Load <SoundEffect>("Sounds/smb_stage_clear"); bridgeSound = content.Load <SoundEffect>("Sounds/bridgeSound"); camera = new Camera2d(this, 0.0f); // allocate for corpses corpseIndex[0] = 0; corpseIndex[1] = 0; for (int i = 0; i < MAX_CORPSES; i++) { corpses[0, i] = new Corpse(this, Vector2.Zero, "Sprites/Player/blue_corpse"); corpses[1, i] = new Corpse(this, Vector2.Zero, "Sprites/Player/yellow_corpse"); } }
public HandGun(PlatformerGame game, Vector2 position, Player player) { this.game = game; Position = position; _player = player; // Initialize bullets _bullets = new List <HandgunBullet>(); for (int i = 0; i < MAX_HANDGUN_BULLETS; i++) { _bullets.Add(new HandgunBullet(game, position)); } LoadContent(); }
public Shotgun(PlatformerGame level, Vector2 position, Player player) { this.game = level; Position = position; _player = player; // Initialize bullets _shells = new List <ShotgunShell>(); for (int i = 0; i < MAX_SHELLS; i++) { _shells.Add(new ShotgunShell(level, position)); } LoadContent(); }
public Shotgun(PlatformerGame level, Vector2 position, Player player) { this.game = level; Position = position; _player = player; // Initialize bullets _shells = new List<ShotgunShell>(); for (int i = 0; i < MAX_SHELLS; i++) { _shells.Add(new ShotgunShell(level, position)); } LoadContent(); }
static void Main(string[] args) { try { using (PlatformerGame game = new PlatformerGame()) { game.Run(); } } catch (Exception ex) { Console.WriteLine(ex.ToString()); Console.ReadLine(); } }
public HandGun(PlatformerGame game, Vector2 position, Player player) { this.game = game; Position = position; _player = player; // Initialize bullets _bullets = new List<HandgunBullet>(); for (int i = 0; i < MAX_HANDGUN_BULLETS; i++) { _bullets.Add(new HandgunBullet(game, position)); } LoadContent(); }
static void Main(string[] args) { try { using (PlatformerGame game = new PlatformerGame()) { game.Run(); } } catch(Exception ex) { Console.WriteLine(ex.ToString()); Console.ReadLine(); } }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { if (System.Diagnostics.Debugger.IsAttached) { debugmode = true; } else if (!System.Diagnostics.Debugger.IsAttached) { debugmode = false; } using (PlatformerGame game = new PlatformerGame()) { game.Run(); } }
public MainPage() { InitializeComponent(); PlatformerGame game = new PlatformerGame(); game.Attach(LayoutRoot); }
/// <summary> /// Constructs a new ParticleSystem. /// </summary> /// <param name="game">The host for this particle system. The game keeps the /// content manager and sprite batch for us.</param> /// <param name="howManyEffects">the maximum number of particle effects that /// are expected on screen at once.</param> /// <remarks>it is tempting to set the value of howManyEffects very high. /// However, this value should be set to the minimum possible, because /// it has a large impact on the amount of memory required, and slows down the /// Update and Draw functions.</remarks> protected ParticleSystem(PlatformerGame game, int howManyEffects) : base(game.ScreenManager.Game) { this.game = game; this.howManyEffects = howManyEffects; }
public override void FinishedLaunching(MonoMac.Foundation.NSObject notification) { game = new PlatformerGame(); game.Run(); }
public RetroBloodSprayWide(PlatformerGame game, int howManyEffects) : base(game, howManyEffects) { }
public ExplosionParticleSystem(PlatformerGame game, int howManyEffects) : base(game, howManyEffects) { }
public RetroBloodSprayParticleSystem(PlatformerGame game, int howManyEffects) : base(game,howManyEffects) { }
public override void FinishedLaunching(MonoMac.Foundation.NSObject notification) { using (PlatformerGame game = new PlatformerGame()) { game.Run (); } }
public SmokePlumeParticleSystem(PlatformerGame game, int howManyEffects) : base(game,howManyEffects) { }
/// <summary> /// Constructs a new level. /// </summary> /// <param name="serviceProvider"> /// The service provider that will be used to construct a ContentManager. /// </param> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> public Level(IServiceProvider serviceProvider, Stream fileStream, int levelIndex, string[] backgroundSet, PlatformerGame game) { // Create a new content manager to load content used just by this level. content = new ContentManager(serviceProvider, "Content"); this.game = game; timeRemaining = TimeSpan.FromMinutes(2.0); exit[0] = InvalidPosition; exit[1] = InvalidPosition; LoadTiles(fileStream); // Load background layer textures. For now, all levels must // use the same backgrounds and only use the left-most part of them. layers = new Layer[3]; float scrollRate = 0.2f; for (int i = 0; i < layers.Length; ++i) { layers[i] = new Layer(Content, backgroundSet[i], scrollRate); scrollRate += 0.3f; } /* for (int i = 0; i < layers.Length; ++i) { // Choose a random segment if each background layer for level variety. int segmentIndex = levelIndex; layers[i] = Content.Load<Texture2D>("Backgrounds/Layer" + i + "_" + segmentIndex); } * */ // Load sounds. fallingSound = Content.Load<SoundEffect>("Sounds/fallSound"); clearSound = Content.Load<SoundEffect>("Sounds/smb_stage_clear"); bridgeSound = content.Load<SoundEffect>("Sounds/bridgeSound"); camera = new Camera2d(this, 0.0f); // allocate for corpses corpseIndex[0] = 0; corpseIndex[1] = 0; for (int i = 0; i < MAX_CORPSES; i++) { corpses[0, i] = new Corpse(this, Vector2.Zero, "Sprites/Player/blue_corpse"); corpses[1, i] = new Corpse(this, Vector2.Zero, "Sprites/Player/yellow_corpse"); } }
public override void Update(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (playDeathAnimation) { velocity.X = 0.0f; velocity.Y += 0.4f; // Move in the current direction. // Apply velocity. position += velocity * elapsed; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); } else if (IsAlive) { if (IsAlive && IsOnGround) { if (Math.Abs(velocity.X) - 0.02f > 0) { sprite.PlayAnimation(runAnimation); } else { sprite.PlayAnimation(idleAnimation); } } //random jumping waitTime += elapsed; if (waitTime >= MaxWaitTime) { int rand = PlatformerGame.RandomBetween(1, 100); if (rand < 75) { this.State = EntityState.RUNNING; } else { this.State = EntityState.JUMPING; } if (rand > 50) { FireAttack(); sprite.PlayAnimation(fireAnimation); } waitTime = 0.0f; } // pursue the attacker Player player = PlatformerGame.Players[PlatformerGame.attacker_id]; float deltaDist = this.position.X - player.Position.X; if (deltaDist < 0) { direction = FaceDirection.Right; } else { direction = FaceDirection.Left; } // Maintain a min distance from player if (Math.Abs(deltaDist) > PlatformerGame.RandomBetween(MinDistFromPlayer, MaxDistFromPlayer)) { velocity.X += (int)direction * MoveSpeed * elapsed; } else { velocity.X += -(int)direction * MoveSpeed * elapsed; } velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Move in the current direction. // Apply velocity. position += velocity * elapsed; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); //Update the fire attack foreach (BowserFire fire in _bullets) { fire.Update(gameTime); } HandleCollisions(); //Sprite effects if (pulseRed) { pulseRedTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (pulseRedTime > MAX_PULSE_TIME) { pulseRed = false; pulseRedTime = 0.0f; } } } }