public Player(SpriteFont font, TileMap map, SceneObjectParent parent, SpriteImage[] simage, float pixelPerSecSpeed = 0) : base(map, parent, simage, pixelPerSecSpeed) { Vector2 sz = simage[0].GetCurrentImageSize(); SetHandle(new Vector2(sz.X / 2, sz.Y / 2)); Registry.Require<GraphicsDeviceManager>(); gmgr = Registry.Lookup<GraphicsDeviceManager>(); this.font = font; }
public Tank(Game game, SceneObjectParent parent,TileMap tileMap) : base(tileMap,parent,GetImage(game)) { Texture2D tankTurretImage = game.Content.Load<Texture2D>(@"Textures/TankTurret"); tankTurret = new BasicSprite(this, tankTurretImage); this.SetHandle(new Vector2(GetImage(game).Width / 2, GetImage(game).Height / 2)); tankTurret.SetLocalPosition(new Vector2(GetImage(game).Width / 2, GetImage(game).Height / 2)); tankTurret.SetHandle(new Vector2(7, 7)); tankTurret.SetLocalRotation((float)Math.PI / 4); this.tileMap = tileMap; }
/// <summary> /// This is the constructor for a Tank object /// </summary> /// <param name="game">The Game to use to load the assets</param> /// <param name="parent">The parent scene object to make the tank /// a child of</param> /// <param name="tileMap">The tilemap to scroll when we get too close to an edge</param> public Tank(Game game, SceneObjectParent parent,TileMap tileMap) : base(tileMap,parent) { //Load the images of the tank body and turret Texture2D tankBodyImage = game.Content.Load<Texture2D>(@"Textures/TankBody"); Texture2D tankTurretImage = game.Content.Load<Texture2D>(@"Textures/TankTurret"); // Now make the tank body a basicSprite that is a child of the Tank tankBody = new BasicSprite(this, tankBodyImage); // Now make the tank turret a BasicSprite that is a child of the body tankTurret = new BasicSprite(tankBody, tankTurretImage); // set the rotation and translation origin of the tank body at its center tankBody.SetHandle(new Vector2(tankBodyImage.Width / 2, tankBodyImage.Height / 2)); // set the turret's origin at the approximate center of the round part tankTurret.SetHandle(new Vector2(7, 7)); // set the turret's position as being at the center of the tank tankTurret.SetLocalPosition(new Vector2(tankBodyImage.Width / 2, tankBodyImage.Height / 2)); // save the tile map this.tileMap = tileMap; }
public Monster(TileMap map, SceneObjectParent parent, Texture2D image, float moveSpeed, Dictionary<string, string> properties) : base(map,parent,image,moveSpeed) { SetHandle(new Vector2(image.Width/2,image.Height/2)); foreach (string key in properties.Keys) { switch (key) { case "AI": switch (properties[key]) { case "BackAndForth": ai = new BackAndForthAI(this,properties); break; } break; } } }
/// <summary> /// This creates a sprite with the passed in image /// </summary> /// <param name="parent">The parent scene graph object</param> /// <param name="image">The image to draw for the sprite</param> public BasicSprite(SceneObjectParent parent, SpriteImage simage) : base(parent) { this.image = simage; }
public TextSprite(TileMap map, SceneObjectParent parent, SpriteFont font, string text) : base(map,parent) { this.font = font; this.text = text; }
/// <summary> /// <summary> /// This creates a sprite with no image /// Note that the Scenegraph itself is a SceneObjectParent and represents /// the root of the scenegraph /// </summary> /// <param name="parent">The parent scene graph object</param> public BasicSprite(SceneObjectParent parent) : base(parent) { this.image = null; }
/// <summary> /// This creates a sprite with the passed in image /// </summary> /// <param name="parent">The parent scene graph object</param> /// <param name="image">The image to draw for the sprite</param> public BasicSprite(SceneObjectParent parent, Texture2D image) : base(parent) { this.image = new SimpleSpriteImage(image); }
/// <summary> /// Creates an empty (invisible) BasicTilemapSprite parented to the passed in parent /// </summary> /// /// <param name="map">The tilemap this sprite is a (potentially indirect) child of</param> /// <param name="parent">The parent scene graph object</param> /// <param name="image">The image to draw for the sprite</param> public BasicTilemapSprite(TileMap map, SceneObjectParent parent) : base(parent) { tileMap = map; }
/// <summary> /// This creates a sprite with no image /// Note that the Scenegraph itself is a SceneObjectParent and represents /// the root of the scenegraph /// </summary> /// <param name="parent">The parent scene graph object</param> public MultiImageSprite(SceneObjectParent parent) : base(parent) { }
/// <summary> /// /// </summary> /// <param name="game"></param> /// <param name="parent"></param> /// <param name="tilemapFile"> The name of a TMX (tiled XML) format file. Note that Tiled MUST be set in preferences to /// store level data as uncompressed XML</param> public TileMap(Game game, SceneObjectParent parent,String tilemapFile) : base(parent) { tiledMap = TiledMap.Load(tilemapFile, game.Content); }
public MultiImageSprite(SceneObjectParent parent, SpriteImage[] simage) : base(parent, simage[0]) { images = simage; }
/// <summary> /// This creates a sprite with the passed in image /// </summary> /// <param name="parent">The parent scene graph object</param> /// <param name="image">The image to draw for the sprite</param> public MultiImageSprite(SceneObjectParent parent, Texture2D image) : base(parent, image) { }
public JumpingPlayer(SpriteFont font, TileMap map, SceneObjectParent parent, SpriteImage[] simage, float pixelPerSecSpeed = 0) : base(font, map, parent, simage, pixelPerSecSpeed) { }
public JumpingPlayer(SpriteFont font, TileMap map, SceneObjectParent parent, Texture2D image, float pixelPerSecSpeed = 0) : base(font, map, parent, new SimpleSpriteImage(image), pixelPerSecSpeed) { }
public MOB(TileMap map, SceneObjectParent parent, SpriteImage simage, float pixelPerSecSpeed = 0) : base(map, parent, simage) { this.pixelPerSecSpeed = pixelPerSecSpeed; }
/// <summary> /// Creates an MOB from the passed in image, parented to the passed in parent, that mvoes at the given speed /// </summary> /// /// <param name="map">The tilemap this sprite is a (potentially indirect) child of</param> /// <param name="parent">The parent scene graph object</param> /// <param name="image">The image to draw for the sprite</param> /// <param name="image">The image to draw for the sprite</param> /// <param name="pixelPerSecSpeed">The movement speed of the MOB</param> public MOB(TileMap map, SceneObjectParent parent, Texture2D image, float pixelPerSecSpeed = 0) : base(map, parent, image) { this.pixelPerSecSpeed = pixelPerSecSpeed; }
/// <summary> /// Constructor that just stores the parent and adds this object to the parent's child list /// </summary> /// <param name="parent"></param> public AbstractSceneObject(SceneObjectParent parent) { this.parent = parent; parent.AddChild(this); }
/// <summary> /// Creates a new BasicTilemapSprite parented to the passed in parent /// </summary> /// /// <param name="map">The tilemap this sprite is a (potentially indirect) child of</param> /// <param name="parent">The parent scene graph object</param> /// <param name="image">The image to draw for the sprite</param> public BasicTilemapSprite(TileMap map, SceneObjectParent parent, Texture2D image) : base(parent,image) { tileMap = map; }
public BasicTilemapSprite(TileMap map, SceneObjectParent parent, SpriteImage simage) : base(parent, simage) { tileMap = map; }
public MultiImageSprite(SceneObjectParent parent, SpriteImage simage) : base(parent,simage) { }