Exemple #1
0
        internal override void Load()
        {
            _allowExit = false;
            Game1 game1 = (Game1)Game1.game;
            //Vector2[] verts = new [] {
            //    new Vector2 { X = -100, Y = 0 },
            //    new Vector2 { X = -70, Y = 0 },
            //    new Vector2 { X = -100, Y = 30 }
            //};

            //Wall _wallTri = new Wall(_world, verts);
            McgNode rendernode;

            mcg = new McGrenderStack();
            Game1.game.setMcGrender(mcg);

            mcg.AddLayer("background");

            McgLayer l = mcg.GetLayer("background");
            /// this is wrong.
            Rectangle rectTitle = new Rectangle(0, 0, 320, 240);
            rendernode = l.AddNode(
                new McgNode(game1.im_title, rectTitle, l, 0, 0)
            );
        }
Exemple #2
0
        //internal override string BgBgBg
        //{
        //    get
        //    {
        //        return "demon_door_intro";
        //    }
        //}
        internal override void Load()
        {
            //_allowExit = false;
            Game1 game1 = (Game1)Game1.game;
            //Vector2[] verts = new [] {
            //    new Vector2 { X = -100, Y = 0 },
            //    new Vector2 { X = -70, Y = 0 },
            //    new Vector2 { X = -100, Y = 30 }
            //};

            //Wall _wallTri = new Wall(_world, verts);
            McgNode rendernode;

            mcg = new McGrenderStack();
            Game1.game.setMcGrender(mcg);

            Texture2D noneMoreBlack = new Texture2D(Game1.game.GraphicsDevice, 1, 1);
            noneMoreBlack.SetData(new[] { 0xff000000 });

            mcg.AddLayer("background");

            McgLayer l = mcg.GetLayer("background");
            ///// this is wrong.
            Rectangle rectTitle = new Rectangle(0, 0, 320, 240);
            rendernode = l.AddNode(
                new McgNode(noneMoreBlack, rectTitle, l, 0, 0)
            );
        }
Exemple #3
0
        /// <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
            _.init( this );
            main_assembly = System.Reflection.Assembly.GetExecutingAssembly(); // tell the library where to find map scripts
            global = new SullyGlobalScripts(this);

            SkillType.initSkillTypes();
            Klass.initClasses();
            PartyData.InitializePartyData();

            Element.initElements();
            Status.initStatuses();

            Skill.initSkills();
            Item.initItems();

            Enemy.initEnemies();

            init_audio();

            mcg = new McGrenderStack();
            mcg.AddLayer( "menu" );
            mcg.AddLayer( "textbox" );
            mcg.AddLayer( "battle_background" );
            mcg.AddLayer( "battle_sprites" );
            mcg.AddLayer( "battle_ui" );
            this.setMcGrender( mcg );

            this.game_input_handler = () => {

                if( this.mainMenu.CanSummonMenu() && action.menu.pressed ) {
                    this.mainMenu.SummonMenu();
                }

                if( this.mainMenu.IsInMenu() ) {
                    this.mainMenu.HandleInput( dir, action );
                }

                if( mainMenu.IsInMenu() ) {
                    return false;
                }

                return true;
            };

            Battle.LoadBackgrounds( Content );

            boxcolors = new Color[3];
            boxcolors[0] = new Color( 0, 0, 0 );
            boxcolors[1] = new Color( 112, 112, 112 );
            boxcolors[2] = new Color( 144, 144, 144 );

            menuColor = new Color( 128,0,128 );

            inventory = new Inventory();
            saves = new SaveManager(this);

            Random random = new Random();
            foreach( String key in Item.masterItemList.Keys ) {
                inventory.AddItem( Item.masterItemList[key], random.Next( 1, 98 ) );
            }

            saves = new SaveManager(this);

            base.Initialize();
        }
Exemple #4
0
        internal override void Load()
        {
            Game1 game1 = (Game1)Game1.game;
            //Vector2[] verts = new [] {
            //    new Vector2 { X = -100, Y = 0 },
            //    new Vector2 { X = -70, Y = 0 },
            //    new Vector2 { X = -100, Y = 30 }
            //};

            //Wall _wallTri = new Wall(_world, verts);
            McgNode rendernode;
            Vector2 floor = Coords.Screen2Physics(new Vector2 { X = 0, Y = 215 });
            _world = new World(new Vector2 { X = 0, Y = -80 }, floor.Y);

            Vector2 _666pos = Coords.Screen2Physics(new Vector2 { X = 280, Y = 218 });
            Vector2 _666size = Coords.Screen2Physics(new Vector2 { X = 100, Y = 210 }, true);

            Wall _wall0 = new Wall(_world, -100, 1);

            Vector2[] verts = new[] {
                Coords.Screen2Physics(new Vector2 { X = 340, Y = 32 }),
                Coords.Screen2Physics(new Vector2 { X = 300, Y = 32 }),
                Coords.Screen2Physics(new Vector2 { X = 300, Y = 200 }),
                Coords.Screen2Physics(new Vector2 { X = 340, Y = 200 }),
            };

            Wall _wall1 = new Wall(_world, verts);
            //Wall _wall1 = new Wall(_world, _666pos.X, -1);

            List<SpriteBasis> civilianList = new List<SpriteBasis>();

            for( int i = 0; i < game1.im_civvies.Length; i++ ) {
                SpriteBasis civSpriteBasis = new SpriteBasis( 16, 16, 7, 7 );
                civSpriteBasis.image = game1.im_civvies[i];
                civilianList.Add( civSpriteBasis );
            }

            SpriteBasis copSpriteBasis = new SpriteBasis(16, 16, 10, 10);
            copSpriteBasis.image = game1.im_cop;

            SpriteBasis bulletSpriteBasis = new SpriteBasis(7, 7, 2, 2);
            bulletSpriteBasis.image = game1.im_bullet;

            mcg = new McGrenderStack();
            Game1.game.setMcGrender(mcg);

            mcg.AddLayer( "skybox" );
            mcg.AddLayer( "clouds" );
            mcg.AddLayer( "background" );
            mcg.AddLayer( "corpses" );
            mcg.AddLayer( "cars" );

            McgLayer l = mcg.GetLayer( "skybox" );
            /// this is wrong.
            Rectangle rectTitle = new Rectangle( 0, 0, 320, 240 );
            rendernode = l.AddNode(
                new McgNode( game1.im_skybox, rectTitle, l, 0, 0 )
            );

            l = mcg.GetLayer("background");
            rendernode = l.AddNode(
                new McgNode(game1.im_stage, rectTitle, l, 0, 0)
            );

            l = mcg.GetLayer( "clouds" );

            for( int i = 0; i < 40; i++ ) {
                int x = VERGEGame.rand.Next( -400, 350 );
                int y = VERGEGame.rand.Next(0,150);
                int d = VERGEGame.rand.Next(50000,200000);
                rendernode = l.AddNode(
                    new McgNode( game1.im_clouds[i%9], null, l, x,y ,600,y,d )
                );

                rendernode.OnStop = ( McgNode node ) => {
                    int x1 = VERGEGame.rand.Next( -400, -100 );
                    int y1 = VERGEGame.rand.Next( 0, 150 );
                    int d1 = VERGEGame.rand.Next( 50000, 200000 );

                    node.SetNewMovement( x1, y1, 400, y1, d1 );
                };
            }

            /// this all should be encapsulated eventually.  CORPSEMAKER.
            l = mcg.GetLayer("corpses");

            var doorSpriteBasis = new SpriteBasis(38, 24, 5, 5);
            doorSpriteBasis.image = game1.im_door;
            var doorSprite = new DoorSprite(doorSpriteBasis);
            _gun = new DoorController(
                _world,
                Coords.Screen2Physics(new Vector2 { X = 32, Y = 206 }),
                Coords.Screen2Physics(new Vector2 { X = 19, Y = 12 }, true),
                doorSprite
            );
            _gun.Impulse = new Vector2 { X = -10, Y = 10 };

            rendernode = l.AddNode(
                new McgNode(_gun, l, 60, 200)
            );

            var demonSpriteBasis = new SpriteBasis(9, 19, 7, 7);
            demonSpriteBasis.image = game1.im_demon;
            var demonSprite = new DemonSprite( demonSpriteBasis );
            _evilDemon = new DemonController( _world,
                Coords.Screen2Physics(new Vector2 { X = 286, Y = 26 }),
                Coords.Screen2Physics(new Vector2 { X = 5, Y = 10 }, true),
                demonSprite
            );
            rendernode = l.AddNode(
                new McgNode(_evilDemon, l, -1, -1)
            );

            List<WindowController> windowList = new List<WindowController>();
            var windowSpriteBasis = new SpriteBasis( 14, 14, 9, 9 );
            windowSpriteBasis.image = game1.im_windowbreak;
            for( int i = 0; i < 6; i++ ) {
                var windowSprite = new WindowSprite( windowSpriteBasis );
                var windowController = new WindowController( _world,
                    Coords.Screen2Physics( new Vector2 { X = 297, Y = ( 53 + ( i * 22 ) + ( i > 1 ? 1 : 0 ) + ( i > 2 ? 1 : 0 ) ) } ),
                    Coords.Screen2Physics( new Vector2 { X = 7, Y = 7 }, true ),
                    windowSprite
                );
                rendernode = l.AddNode(
                    new McgNode( windowController, l, -1, -1 )
                );

                windowList.Add( windowController );
            }

            windowControllerList = windowList.ToArray();

            //spawn guys
            Vector2 spawnerR = Coords.Screen2Physics(new Vector2 { X = 325, Y = 218 });

            var civvieSpawner = new CivvieSpawner( _world, l, spawnerR, TimeSpan.FromSeconds( 2 ), civilianList.ToArray(), 1000 );
            l.AddNode(new McgNode(civvieSpawner, l, 80, 20));

            //spawn cops
            var copSpawner = new CopSpawner(_world, l, spawnerR, TimeSpan.FromSeconds(3), copSpriteBasis, bulletSpriteBasis, Coords.Screen2Physics(new Vector2 { X = 286, Y = 26 }),2000);
            l.AddNode(new McgNode(copSpawner, l, 80, 20));
        }