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);
 }
Esempio n. 2
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 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));
 }
Esempio n. 5
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        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();
        }
Esempio n. 7
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 public Ceres(NebulaGame aGame, GraphicsDeviceManager aGraphics, Asis anAsis, SpriteBatch aSpriteBatch)
     : base(aGame, aGraphics, anAsis, aSpriteBatch)
 {
 }
Esempio n. 8
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        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();
        }