public InGameLevel(Player player1, Game game) { this._inGameService = (InGameManager)(game.Services.GetService(typeof(InGameManager))); this.spriteService = (IManageSprites)(game.Services.GetService(typeof(IManageSprites))); this._collisionService = (IManageCollision)(game.Services.GetService(typeof(IManageCollision))); _player1 = player1; }
private IManageSprites _spritemanager; //Spritemanager(For å laste inn teksturer når spilleren går opp i level) #endregion Fields #region Constructors public Player(Rectangle destinationRectangle, float layerDepth, float scale, Game game) : base(destinationRectangle, layerDepth, scale, game) { Directory = @"player"; setSpeed(4); combatLevel = 1; setStats(); setHpBar(); //Henter ut inGameManager og spriteManager fra game _inGameManager = (InGameManager)game.Services.GetService(typeof(InGameManager)); _spritemanager = (IManageSprites)game.Services.GetService(typeof(IManageSprites)); //Skalerer spilleren med scale destinationRectangle.Width = (int)(destinationRectangle.Width * scale); destinationRectangle.Height = (int)(destinationRectangle.Height * scale); //Setter hitboxen til spilleren til 40px høy og bredden på spilleren / 2 footBoxWidth = (int)destinationRectangle.Width; footBoxXOffset = (int)footBoxWidth / 2; footBoxYOffset = (int)(110 * scale); footBoxHeight = (int)(60 * scale); //Plasserer boksen midstilt nederst på spilleren. _footBox = new Rectangle(destinationRectangle.X - footBoxXOffset, destinationRectangle.Y + footBoxYOffset, footBoxWidth, (int)footBoxHeight); TargetBox = new Rectangle(_footBox.X - targetBoxXDif / 2 - 5, _footBox.Y, _footBox.Width + targetBoxXDif, _footBox.Height + targetBoxYDif); //Legger til alle navn på animasjoner som spilleren har, brukes for å laste inn riktige animasjoner. animationList.Add("block"); animationList.Add("strikeSword"); animationList.Add("battleBlockWalk"); //Legger til alle navn på ben som hører til animasjonen, brukes for å endre på teksturer playerTextureList.Add("torso"); playerTextureList.Add("bicep"); playerTextureList.Add("shieldHand_Walking"); playerTextureList.Add("hip"); playerTextureList.Add("shin"); playerTextureList.Add("foot"); playerTextureList.Add("head"); playerTextureList.Add("forearm"); playerTextureList.Add("swordHand"); playerTextureList.Add("helmet"); playerTextureList.Add("shield_StudWood_Ready"); playerTextureList.Add("shield_StudWood_Slashing"); playerTextureList.Add("shieldHand_Blocking"); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //setter bredde og høyde på spillvinduet graphics.PreferredBackBufferWidth = 1245; graphics.PreferredBackBufferHeight = 700; //her opprettes alle spillets komponenter //holder orden på hvilken tilstand spillet er i (pauset, i spill, i meny osv.) GameComponent gameStateManager = new GameStateManager(this); Components.Add(gameStateManager); Services.AddService(typeof(IManageStates), gameStateManager); //hovedoppgaven til SpriteManager (/IManageSprites) er å tegne alt som skal på skjermen. DrawableGameComponent spriteManager = new SpriteManager(this); Components.Add(spriteManager); Services.AddService(typeof(IManageSprites), spriteManager); //har ansvaret for kollisjonssjekking GameComponent collisionManager = new CollisionManager(this); Components.Add(collisionManager); Services.AddService(typeof(IManageCollision), collisionManager); //holder orden på inn-data GameComponent inputManager = new InputManager(this); Components.Add(inputManager); Services.AddService(typeof(IManageInput), inputManager); //styrer menyen (hva som skal tegnes og oppdateres i menyene) GameComponent menuManager = new MenuManager(this); Components.Add(menuManager); Services.AddService(typeof(MenuManager), menuManager); //styrer selve spillet (oppretter levler, bestemmer hva som skal tegnes og oppdateres osv.) GameComponent inGameManager = new InGameManager(this); Components.Add(inGameManager); Services.AddService(typeof(InGameManager), inGameManager); //styrer spillets lyd DrawableGameComponent audioManager = new AudioManager(this); Components.Add(audioManager); Services.AddService(typeof(IManageAudio), audioManager); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { //initialiserer komponenter _spriteService = (IManageSprites)Game.Services.GetService(typeof(IManageSprites)); _collisionService = (IManageCollision)Game.Services.GetService(typeof(IManageCollision)); _inGameService = (InGameManager)Game.Services.GetService(typeof(InGameManager)); _menuService = (MenuManager)Game.Services.GetService(typeof(MenuManager)); _audioService = (IManageAudio)Game.Services.GetService(typeof(AudioManager)); //spillet vil starte i denne tilstanden ChangeState("MainMenu"); base.Initialize(); }