public Shot(Player p, string dir = "none") : base(p.getX(), p.getY() - 10, 32, 32) { this.imageFile = "bubble.png"; this.dir = dir; speed = 10; x_vel = Convert.ToInt32(p.x_vel * .5 + speed * (p.left ? -1 : 1)); }
//(p.spriteX - 8, p.spriteY - 8, 48, 48) public PowerShot(Player p, string dir = "none") : base(p, dir) { spriteX = p.spriteX + 8; spriteY = p.spriteY + 8; spriteWidth = 48; spriteHeight = 48; damage = 3; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here //Initialize all your objects here player1 = new Player(400, -32, 50, 50); physics = new Physics(); controls = new Controls(); base.Initialize(); }
//(p.spriteX - 8, p.spriteY - 8, 48, 48) public PowerShot(Player p, string dir = "none") : base(p, dir) { imageFile = "charged.png"; image = p.images["charged"]; collisionWidth = 18; collisionHeight = 18; damage = 3; }
public Level(Player p) { player = p; enemies = new List<Enemy>(); projectiles = new List<Sprite>(); items = new List<Sprite>(); message = ""; message_point = 0; }
public void Action(Player player, Level level) { player.powerup[name] = true; level.message_point = level.count; if (name == "jetpack") level.message = "Press and hold the jump button to jetpack!"; else if (name == "charged") level.message = "Press and hold the right trigger to charge a super shot!"; }
public Shot(Player p, string dir = "none") : base(p.spriteX - 16, p.spriteY - 16, 24, 24) { this.imageFile = "bubble.png"; this.dir = dir; collisionWidth = 8; collisionHeight = 8; speed = 6; damage = 1; x_vel = Convert.ToInt32(p.x_vel * .5 + speed * (p.faceLeft ? -1 : 1)); }
public void Action(Player player, Level level) { player.powerup[name] = true; player.worldPowerUp = name; level.message_point = level.count; if (name == "jetpack") level.message = "Press and hold the jump button to jetpack!"; else if (name == "charged") level.message = "Press and hold the right trigger to charge a super shot!"; else if (name == "puddle") level.message = "Press and hold down to turn into a puddle and avoid damage!"; }
public Level(Level l) { player = l.player; enterPowerUps = new Dictionary<string,bool>(l.enterPowerUps); enterLives = l.player.lives; enemies = new List<Enemy>(l.enemies); projectiles = new List<Sprite>(l.projectiles); items = new List<Sprite>(l.items); message = l.message; message_point = l.message_point; name = l.name; content = l.content; }
public Level(Player p, string levelName, ContentManager c) { player = p; enterPowerUps = new Dictionary<string, bool>(p.powerup); enterLives = p.lives; enemies = new List<Enemy>(); projectiles = new List<Sprite>(); items = new List<Sprite>(); message = null; message_point = 0; name = levelName; content = c; }
public Shot(Player p, string dir = "none") : base(p.spriteX - 16, p.spriteY - 16, 32, 32) { imageFile = "bubble.png"; image = p.images["bubble"]; this.dir = dir; collisionWidth = 12; collisionHeight = 12; speed = 6; damage = 1; xVel = Convert.ToInt32(p.xVel * .5 + speed * (p.faceLeft ? -1 : 1)); }
public void Action(Player player) { player.checkpointXPos = spriteX; player.checkpointYPos = spriteY; }
protected override void Initialize() { string initialLevel = String.Format("Content/Level{0}.tmx", 1); map = new TmxMap(initialLevel); // Read Level Size From Map graphics.PreferredBackBufferWidth = map.Width * map.TileWidth; graphics.PreferredBackBufferHeight = map.Height * map.TileHeight; paused = false; // Create built-in objects player1 = new Player( Convert.ToInt32(map.Properties["startX"]), Convert.ToInt32(map.Properties["startY"]), 32, 32 ); level = new Level(player1); controls = new Controls(); newMapLoad = true; newMapTimer = LOAD_SCREEN_TIME; player1.newMap = initialLevel; song = Content.Load<SoundEffect>("Sounds/InGame.wav"); instance = song.CreateInstance(); instance.IsLooped = true; if (instance.State == SoundState.Stopped) instance.Play(); base.Initialize(); }
protected override void Initialize() { string initialLevel = "Menu"; map = new TmxMap(String.Format(LEVEL_PATH, initialLevel)); // Read Level Size From Map graphics.PreferredBackBufferWidth = map.Width * map.TileWidth; graphics.PreferredBackBufferHeight = map.Height * map.TileHeight; paused = false; intro = false; introImage = Content.Load<Texture2D>("Slides/Slide1.png"); slideCount = 1; previousMap = ""; // Create built-in objects player1 = new Player( Convert.ToInt32(map.Properties["startX"]), Convert.ToInt32(map.Properties["startY"]) ); level = new Level(player1, "menu", this.Content); levelSelect = null; controls = new Controls(); pauseControls = new Controls(); loadingMap = true; newMapTimer = LOAD_SCREEN_TIME; introScreenTimer = INTRO_SCREEN_TIME; player1.newMap = initialLevel; song = Content.Load<SoundEffect>("Sounds/InGame.wav"); instance = song.CreateInstance(); instance.IsLooped = true; bossSong = Content.Load<SoundEffect>("Sounds/Boss.wav"); bossInstance = bossSong.CreateInstance(); bossInstance.IsLooped = true; menuSong = Content.Load<SoundEffect>("Sounds/Menu.wav"); menuInstance = menuSong.CreateInstance(); menuInstance.IsLooped = true; menuInstance.Play(); pauseScreens = new List<Texture2D>(); for (int i=0; i < 4; i++) { pauseScreens.Add(Content.Load<Texture2D>(String.Format("Slides/pause{0}.png", i))); } base.Initialize(); }