Esempio n. 1
0
        public CMenu(string name, Graphics.CSprite image, int displayTime, Sound.CSound BGM = null, Sound.CSound itemSwitch = null, Sound.CSound itemSelect = null)
            : base()
        {
            base.image = image;
            _displayTime = displayTime;
            _bgm = BGM;
            _itemSelect = itemSelect;
            _itemSwitch = itemSwitch;
            _position = new Vector2(18, 18);
            _name = name;

            if (_bgm != null)
                CMasterControl.audioPlayer.addSfx(_bgm);
        }
Esempio n. 2
0
        public CMenu(string name, Graphics.CSprite image, int displayTime, Sound.CSound BGM = null, Sound.CSound itemSwitch = null, Sound.CSound itemSelect = null) : base()
        {
            base.image   = image;
            _displayTime = displayTime;
            _bgm         = BGM;
            _itemSelect  = itemSelect;
            _itemSwitch  = itemSwitch;
            _position    = new Vector2(18, 18);
            _name        = name;

            if (_bgm != null)
            {
                CMasterControl.audioPlayer.addSfx(_bgm);
            }
        }
Esempio n. 3
0
        public override void update(GameTime gameTime)
        {
            base.update(gameTime);

            switch (_state)
            {
            case "Swinging":
                if (!_swordReleased)
                {
                    _swordReleased = true;
                    Vector2 swordPos    = Vector2.Zero;
                    Random  random      = new Random();
                    int     attackSound = random.Next(0, 3);

                    Sound.CSound[] temp = new Sound.CSound[4];

                    temp[0] = CMasterControl.audioPlayer.soundBank["Player:Attack1"];
                    temp[1] = CMasterControl.audioPlayer.soundBank["Player:Attack2"];
                    temp[2] = CMasterControl.audioPlayer.soundBank["Player:Attack3"];
                    temp[3] = CMasterControl.audioPlayer.soundBank["Player:Attack4"];

                    CMasterControl.audioPlayer.addSfx(temp[attackSound]);
                    CMasterControl.audioPlayer.addSfx(CMasterControl.audioPlayer.soundBank["Player:SwordSlash"]);

                    switch (_direction)
                    {
                    case DIRECTION.UP:
                        swapImage("PlayerSwingUp");
                        swordPos.X = _position.X - 13;
                        swordPos.Y = _position.Y - 13;
                        break;

                    case DIRECTION.LEFT:
                        swapImage("PlayerSwingLeft");
                        swordPos.X = _position.X - 18;
                        swordPos.Y = _position.Y - 10;
                        break;

                    case DIRECTION.RIGHT:
                        swapImage("PlayerSwingRight");
                        swordPos.X = _position.X - 12;
                        swordPos.Y = _position.Y - 10;
                        break;

                    case DIRECTION.DOWN:
                        swapImage("PlayerSwingDown");
                        swordPos.X = _position.X - 17;
                        swordPos.Y = _position.Y - 13;
                        break;
                    }

                    _triggerUserEvent(0, "sword", _direction.ToString(), swordPos.X.ToString(), swordPos.Y.ToString());
                }

                break;

            case "Idle":
                switch (_direction)
                {
                case DIRECTION.DOWN:
                    swapImage("PlayerIdleDown", false);
                    break;

                case DIRECTION.UP:
                    swapImage("PlayerIdleUp", false);
                    break;

                case DIRECTION.LEFT:
                    swapImage("PlayerIdleLeft", false);
                    break;

                case DIRECTION.RIGHT:
                    swapImage("PlayerIdleRight", false);
                    break;
                }

                break;
            }
            _readableCoords = _position;
        }