public ConstructionMenu(Vector2 renderPosition, ContentManager Content, inventory playerInvIn, MapLoader currMapIn, Player currPlayerIn) { location = renderPosition; List<Tuple<resource.resourceTypes, int>> spikeResources = new List<Tuple<resource.resourceTypes, int>>(); spikeResources.Add(new Tuple<resource.resourceTypes, int>(resource.resourceTypes.Wood, 1)); items.Add(new constructionItem(resource.resourceTypes.Spike, spikeResources, true, false, true)); List<Tuple<resource.resourceTypes, int>> spikePitResources = new List<Tuple<resource.resourceTypes, int>>(); spikePitResources.Add(new Tuple<resource.resourceTypes, int>(resource.resourceTypes.Spike, 5)); items.Add(new constructionItem(resource.resourceTypes.SpikePit, spikePitResources, false, true)); List<Tuple<resource.resourceTypes, int>> treeResources = new List<Tuple<resource.resourceTypes, int>>(); treeResources.Add(new Tuple<resource.resourceTypes, int>(resource.resourceTypes.Acorn, 1)); items.Add(new constructionItem(resource.resourceTypes.Tree, treeResources, false, true)); background = Content.Load<Texture2D>("InventoryBackground"); itemSlot = Content.Load<Texture2D>("inventorySquare"); selectedItemSlot = Content.Load<Texture2D>("selectedInventorySquare"); inventoryDialog = Content.Load<Texture2D>("inventoryDialogBox"); Spike = Content.Load<Texture2D>("woodenStake"); SpikePit = Content.Load<Texture2D>("spikepitTile"); Tree = Content.Load<Texture2D>("treeIcon"); font = Content.Load<SpriteFont>("SpriteFont1"); playerInv = playerInvIn; currMap = currMapIn; currPlayer = currPlayerIn; }
public void moveTowardsPlayer(Player thePlayer, Vector2 Viewport) { Vector2 preModifiedPlayerLoc = thePlayer.getCurrentPos(); Vector2 playerLoc = new Vector2(preModifiedPlayerLoc.X + Viewport.X, preModifiedPlayerLoc.Y + Viewport.Y); if (playerLoc.X < zombieLoc.X) { zombieLoc.X -= moveSpeed; } else if (playerLoc.X > zombieLoc.X) { zombieLoc.X += moveSpeed; } if (playerLoc.Y < zombieLoc.Y) { zombieLoc.Y -= moveSpeed; } else if (playerLoc.Y > zombieLoc.Y) { zombieLoc.Y += moveSpeed; } //zombies get excited by food and groan. if ((playerLoc.X >= zombieLoc.X - 100) && (playerLoc.X <= zombieLoc.X + 100) && (playerLoc.Y >= zombieLoc.Y - 100) && (playerLoc.Y <= zombieLoc.Y + 100)) { if (thePlayer.getIsDead()) { groanInstance.Stop(); } else if (groanInstance.State == SoundState.Stopped) { groanInstance.Volume = 0.50f; //groanInstance.IsLooped = false; groanInstance.Play(); } } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); worldMap.loadContent(Content, graphics.PreferredBackBufferHeight, graphics.PreferredBackBufferWidth); worldMap.loadMap("content/worldMap.txt"); currentMap = worldMap; currentPlayer = new Player(Content); zombies.Add(new Zombie(Content, new Vector2(450, 450))); font = Content.Load<SpriteFont>("SpriteFont1"); soundOhNo = Content.Load<SoundEffect>("ohNo"); soundOhNoInstance = soundOhNo.CreateInstance(); conMenu = new ConstructionMenu(new Vector2(0, 0), Content, currentPlayer.getInventory(), currentMap, currentPlayer); //inv.addToInventory(resource.resourceTypes.Hatchet, 1); // TODO: use this.Content to load your game content here }