public Ranger(Game game, int xLoc, int yLoc, int playerIndex) : base(game, xLoc, yLoc) { walk = new Texture2D[2]; attack = new Texture2D[2]; map = (BattleMap)game.Services.GetService(typeof(BattleMap)); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); this.Move(xLoc, yLoc); PlayerIndex = playerIndex; HasMoved = true; HasAttacked = true; MoveDistance = 3; HealthPoints = 15; CurrentHealth = HealthPoints; Strength = 10; PDefense = 7; Dexterity = 13; AttackRange = 3; Alive = true; CharType = "mercenary"; Cost = 100; Attacked = 0; championCommander = GetChampionCommander((List<Character>)game.Services.GetService(typeof(List<Character>)), this); Level = 1; Experience = 0; }
public SpiritPriest(Game game, int xLoc, int yLoc, int playerIndex) : base(game, xLoc, yLoc) { walk = new Texture2D[2]; attack = new Texture2D[2]; heal = new Texture2D[3]; map = (BattleMap)game.Services.GetService(typeof(BattleMap)); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); /*Initialize(); LoadContent();*/ this.Move(xLoc, yLoc); PlayerIndex = playerIndex; HasMoved = true; HasAttacked = true; MoveDistance = 2; HealthPoints = 15; CurrentHealth = HealthPoints; Strength = 6; PDefense = 8; MDefense = 14; Dexterity = 8; Intelligence = 14; AttackRange = 3; Alive = true; CharType = "mercenary"; Cost = 150; Attacked = 0; championCommander = GetChampionCommander((List<Character>)game.Services.GetService(typeof(List<Character>)), this); Level = 1; Experience = 0; }
public ChampionOne(Game1 game, int xLoc, int yLoc, int playerIndex) : base(game, xLoc, yLoc) { map = (BattleMap)game.Services.GetService(typeof(BattleMap)); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); screenManager = (ScreenManager)game.Services.GetService(typeof(ScreenManager)); this.game = game; walk = new Texture2D[2]; attack = new Texture2D[5]; PlayerIndex = playerIndex; Initialize(); LoadContent(); this.Move(xLoc, yLoc); PlayerIndex = playerIndex; HasMoved = false; HasAttacked = false; Alive = true; CharType = "champion"; MoveDistance = 4; HealthPoints = 50; Strength = 20; PDefense = 15; MDefense = 15; Dexterity = 10; AttackRange = 1; CurrentHealth = HealthPoints; Gold = 500; Level = 2; Experience = 0; }
/// <summary> /// Constructor. /// </summary> public BattleScreen(Game game, Character attacking, Character attacked) { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); attackingCharacter = attacking; attackedCharacter = attacked; gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); charList = (List<Character>)game.Services.GetService(typeof(List<Character>)); }
public OpponentAI(Game game) : base(game) { playerManager = (PlayerManager)game.Services.GetService(typeof(PlayerManager)); map = (BattleMap)game.Services.GetService(typeof(BattleMap)); charList = (List<Character>)game.Services.GetService(typeof(List<Character>)); screenManager = (ScreenManager)game.Services.GetService(typeof(ScreenManager)); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); this.game = game; }
public Cursor(Game game) : base(game) { pos = new Vector2(20, 0); this.game = game; Initialize(); LoadContent(); map = (BattleMap)game.Services.GetService(typeof(BattleMap)); currentTile = SelectTile(0, 0); screenManager = (ScreenManager)game.Services.GetService(typeof(ScreenManager)); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); playerManager = (PlayerManager)game.Services.GetService(typeof(PlayerManager)); }
public PopupScreen(Game game, Character character) { cursor = (Cursor)game.Services.GetService(typeof(Cursor)); playerManager = (PlayerManager)game.Services.GetService(typeof(PlayerManager)); screenManager = (ScreenManager)game.Services.GetService(typeof(ScreenManager)); map = (BattleMap)game.Services.GetService(typeof(BattleMap)); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); selectedChar = character; selectScreen = new SelectScreen(game, character); screenManager.AddScreen(selectScreen, null); const string usageText = "A: Move" + "\nX: Attack" + "\nStart: End Turn" + "\nB: Cancel"; this.message = message + usageText; if (selectedChar == null) { this.message = "Start: End Turn" + "\nB: Cancel"; } else if (selectedChar.CharType == "champion") { this.message += "\nY: Buy Mercenary"; } IsPopup = true; TransitionOnTime = TimeSpan.FromSeconds(0.2); TransitionOffTime = TimeSpan.FromSeconds(0.2); menuMove = new InputAction( new Buttons[] { Buttons.A }, new Keys[] { Keys.A }, true); menuAttack = new InputAction( new Buttons[] { Buttons.X, }, new Keys[] { Keys.X }, true); menuCancel = new InputAction( new Buttons[] { Buttons.B, }, new Keys[] { Keys.B }, true); menuEndTurn = new InputAction( new Buttons[] { Buttons.Start, }, new Keys[] { Keys.Enter }, true); menuBuy = new InputAction( new Buttons[] { Buttons.Y, }, new Keys[] { Keys.Y }, true); }
/// <summary> public MainMenuScreen(Game1 game) : base("Main Menu") { // Create our menu entries. MenuEntry playGameMenuEntry = new MenuEntry("Play Game"); MenuEntry exitMenuEntry = new MenuEntry("Exit"); this.game = game; // Hook up menu event handlers. playGameMenuEntry.Selected += PlayGameMenuEntrySelected; exitMenuEntry.Selected += OnCancel; // Add entries to the menu. MenuEntries.Add(playGameMenuEntry); MenuEntries.Add(exitMenuEntry); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); }
public MercenaryCamp(Game1 game, int xLoc, int yLoc) : base(game, xLoc, yLoc) { map = (BattleMap)game.Services.GetService(typeof(BattleMap)); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); map.GetSquare(yLoc, xLoc).setCurrentChar(this); Initialize(); LoadContent(); position.X = xLoc * 60; position.Y = yLoc * 60 + 20; Alive = true; HasAttacked = false; HasMoved = false; CharType = "camp"; HealthPoints = 100; }
public BuyScreen(Game game, Character character) : base("Hire a Mercenary") { cursor = (Cursor)game.Services.GetService(typeof(Cursor)); playerManager = (PlayerManager)game.Services.GetService(typeof(PlayerManager)); map = (BattleMap)game.Services.GetService(typeof(BattleMap)); charList = (List<Character>)game.Services.GetService(typeof(List<Character>)); screenManager = (ScreenManager)game.Services.GetService(typeof(ScreenManager)); champion = character; this.game = game; MenuEntry buyKnight = new MenuEntry("Hire Knight, Cost: 100"); MenuEntry buyRanger = new MenuEntry("Hire Ranger, Cost: 100"); MenuEntry buyBarbarian = new MenuEntry("Hire Barbarian, Cost: 100"); MenuEntry buyMage = new MenuEntry("Hire Mage, Cost: 150"); MenuEntry buyPriest = new MenuEntry("Hire Spirit Priest, Cost: 150"); MenuEntry cancel = new MenuEntry("Cancel"); gameStateManager = (GameStateManager)game.Services.GetService(typeof(GameStateManager)); gameStateManager.State = GameState.buying; // Hook up menu event handlers. buyKnight.Selected += buyKnightSelected; buyRanger.Selected += buyRangerSelected; buyBarbarian.Selected += buyBarbarianSelected; buyMage.Selected += buyMageSelected; buyPriest.Selected += buyPriestSelected; cancel.Selected += cancelSelected; // Add entries to the menu. MenuEntries.Add(buyKnight); MenuEntries.Add(buyRanger); MenuEntries.Add(buyBarbarian); MenuEntries.Add(buyMage); MenuEntries.Add(buyPriest); MenuEntries.Add(cancel); /*if (aiFlag == true) { BuyRandom(); }*/ }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Services.AddService(typeof(List<Character>), charList); gameStateManager = new GameStateManager(); gameStateManager.State = GameState.mainMenu; Services.AddService(typeof(GameStateManager), gameStateManager); screenManager = new ScreenManager(this); Components.Add(screenManager); Services.AddService(typeof(ScreenManager), screenManager); screenManager.AddScreen(new OptionsScreen(this), null); playerManager = new PlayerManager(this); Services.AddService(typeof(PlayerManager), playerManager); AddInitialScreens(); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; }