public VulkanisLevelManager(Texture2D texture, Vector2 position, Vector2 screen, NebulaGame aGame, Level aLevel, List<Sprite> aSpritesList, List<Sprite> aPlatformsList, SpriteFont aFont, Asis aAsis, Screen aInstructions, Screen aGameOverScreen, List<Screen> aVictoryScreens, Screen aCutScene, TimeTravelManager aTimeTravelManager, SoundEffect backgroundMusic) : base(texture, position, screen, aGame, aLevel, aSpritesList, aPlatformsList, aFont, aAsis, aInstructions, aGameOverScreen, aVictoryScreens, aCutScene, aTimeTravelManager, backgroundMusic) { EndOfLevelPos = xSL * 9 - xSL / 4; setFinishingTimes(50, 75, 112); }
public Level(NebulaGame aGame, GraphicsDeviceManager aGraphics, Hero aHero, SpriteBatch aSpriteBatch) { myGame = aGame; myGraphics = aGraphics; myHero = aHero; spriteBatch = aSpriteBatch; LoadSprites(); }
public TutorialLevelManager(Texture2D texture, Vector2 position, Vector2 screen, NebulaGame aGame, Level aLevel, List<Sprite> aSpritesList, List<Sprite> aPlatformsList, SpriteFont aFont, Asis aAsis, Screen aInstructions, Screen aGameOverScreen, List<Screen> aVictoryScreenList, Screen aCutScene, TimeTravelManager aTimeTravelManager, SoundEffect backgroundMusic) : base(texture, position, screen, aGame, aLevel, aSpritesList, aPlatformsList, aFont, aAsis, aInstructions, aGameOverScreen, aVictoryScreenList, aCutScene, aTimeTravelManager, backgroundMusic) { EndOfLevelPos = (xSL / 12) * 89; }
public CeresLevelManager(Texture2D texture, Vector2 position, Vector2 screen, NebulaGame aGame, Level aLevel, List<Sprite> aSpritesList, List<Sprite> aPlatformsList, SpriteFont aFont, Asis aAsis, Screen aInstructions, Screen aGameOverScreen, List<Screen> aVictoryScreens, Screen aCutScene, TimeTravelManager aTimeTravelManager, SoundEffect backgroundMusic) : base(texture, position, screen, aGame, aLevel, aSpritesList, aPlatformsList, aFont, aAsis, aInstructions, aGameOverScreen, aVictoryScreens, aCutScene, aTimeTravelManager, backgroundMusic) { EndOfLevelPos = xSL * 7 + xSL / 2 + xSL / 4; setFinishingTimes(50, 70, 110); LevelStoryText.Add("Whe... Where am I?", new Vector2(xSL / 12, ySL / 2 + ySL/8)); LevelStoryText.Add("...How did I get here?", new Vector2(xSL / 2, ySL / 2 + ySL / 8)); LevelStoryText.Add("What planet is this?", new Vector2(xSL + xSL / 2 + xSL / 24, ySL / 4)); LevelStoryText.Add("Why are these people so hostile? \n This can't be my planet...", new Vector2(xSL * 4 + xSL/2, ySL / 2 + ySL/8)); }
public Hero(Texture2D texture, Vector2 position, Vector2 screen, NebulaGame myGame) : base(texture, position) { myScreenSize = screen; myState = new ExistState(this); hasJumped = true; myPosition = position; // Change back to for start of game // myPosition.X = myScreenSize.X; // // myPosition.Y = 0; // myScreenSize.Y - myTexture.Height * 2; ; // Start her facing to the right direction = "right"; BoostSound = myGame.Content.Load<SoundEffect>("boost-sound"); SetUpInput(); }
public TimeTravelManager(Texture2D texture, Vector2 position, Vector2 screen, NebulaGame aGame, List<Sprite> aPositionsList, Hero anHero) : base(texture, position) { myTexture = texture; myPosition = position; myScale = new Vector2(1, 2); myGame = aGame; myScreenSize = screen; PositionsList = aPositionsList; myHero = anHero; TimeTravelSound = myGame.Content.Load<SoundEffect>("warp"); TimeTravelSoundInstance = TimeTravelSound.CreateInstance(); TimeTravelSoundInstance.IsLooped = true; myState = new IdleState(this); TimeStack = new Stack(); SetUpInput(); }
public Ceres(NebulaGame aGame, GraphicsDeviceManager aGraphics, Asis anAsis, SpriteBatch aSpriteBatch) : base(aGame, aGraphics, anAsis, aSpriteBatch) { }
public LevelManager(Texture2D texture, Vector2 position, Vector2 screen, NebulaGame aGame, Level aLevel, List<Sprite> aSpritesList, List<Sprite> aPlatformsList, SpriteFont aFont, Hero anHero, Screen aInstructions, Screen aGameOverScreen, List<Screen> aVictoryScreenList, Screen aCutScene, TimeTravelManager aTimeTravelManager, SoundEffect backgroundMusic) : base(texture, position, screen, aGame, aPlatformsList, anHero) { myTexture = texture; myPosition = position; myScreenSize = screen; myGame = aGame; myLevel = aLevel; spritesList = aSpritesList; //Music for the level LaserSoundEffect = myGame.Content.Load<SoundEffect>("LaserSoundEffect"); BackwardsLaserSoundEffect = myGame.Content.Load<SoundEffect>("LaserSoundEffectBackwards"); SoundEffect GameOverSound = myGame.Content.Load<SoundEffect>("breathofdeath"); GameOverSoundInstance = GameOverSound.CreateInstance(); SoundEffect BackgroundMusic = backgroundMusic; LevelMusic = BackgroundMusic.CreateInstance(); LevelMusic.IsLooped = true; SoundEffect StageClear = myGame.Content.Load<SoundEffect>("Stage1-soundclear"); StageClearInstance = StageClear.CreateInstance(); BoostBar[0] = new Sprite(myGame.Content.Load<Texture2D>("boost-bar1"), new Vector2(0, 0)); BoostBar[1] = new Sprite(myGame.Content.Load<Texture2D>("boost-bar2"), new Vector2(0, 0)); BoostBar[2] = new Sprite(myGame.Content.Load<Texture2D>("boost-bar3"), new Vector2(0, 0)); BoostBar[3] = new Sprite(myGame.Content.Load<Texture2D>("boost-bar4"), new Vector2(0, 0)); BoostBar[4] = new Sprite(myGame.Content.Load<Texture2D>("boost-bar5"), new Vector2(0, 0)); foreach (Sprite s in BoostBar) { myLevel.AddSprite(s); } GameOverScreen = aGameOverScreen; VictoryScreenList = aVictoryScreenList; myCutScene = aCutScene; myTimeTravelManager = aTimeTravelManager; for (int i = 0; i < aPlatformsList.Count; i++) { platformsList.Add(aPlatformsList[i]); } // anHero.myPosition = new Vector2(xSL, ySL/2 + ySL/4); myPosition.Y = 0; // myScreenSize.Y - myTexture.Height * 2; ; myFont = aFont; InstructionScreen = aInstructions; //should we pass these in as indivdual items?? setUpSprites((Platform)platformsList[0], (Hero)spritesList[0], (HeroLaser)spritesList[1], (Enemy)spritesList[2], (EnemyLaser)spritesList[3]); EnemiesList.Add(aEnemy); myState = new GameState(this); SetUpInput2(); }