public Removing(GameEntity entity) { entity_ = entity; currentTime_ = 0; processTime_ = 0.5f; bar_ = new UI.ProgressBar(50); }
public Removing(GameEntity entity) { entity_ = entity; currentTime_ = 0; processTime_ = 0.5f; bar_ = new UI.ProgressBar(50); }
public Player(GameplayScreen g, PlayerIndex n, Color c, Vector2 d) { gScreen = g; PI = n; myColor = c; darkColor = Color.Lerp(myColor, Color.Black, 0.3f); display = d; progressBar = new UI.ProgressBar(g.ScreenManager.Game, new Rectangle((int)d.X, (int)d.Y, 300, 16)); progressBar.maximum = MAX_POWER; progressBar.fillColor = Color.White; progressBar.borderColorInner = GameplayScreen.OCEAN; progressBar.backgroundColor = GameplayScreen.OCEAN; progressBar.target = POW_COST[(int)curPower]; }
public void CreateMap() { screenWidth = GameStateManagementGame.width; screenHeight = GameStateManagementGame.height; noone = new Player(this, PlayerIndex.One, GRAY, new Vector2(0, 0)); if (PlayersMenuScreen.player1 == PlayersMenuScreen.PlayerType.Human) players.Add(new Player(this, PlayerIndex.One, BLUE, new Vector2(50, 10))); else if (PlayersMenuScreen.player1 == PlayersMenuScreen.PlayerType.AI) players.Add(new AI(this, PlayerIndex.One, BLUE, new Vector2(50, 10))); if (PlayersMenuScreen.player2 == PlayersMenuScreen.PlayerType.Human) players.Add(new Player(this, PlayerIndex.Two, YELLOW, new Vector2(930, 10))); else if (PlayersMenuScreen.player2 == PlayersMenuScreen.PlayerType.AI) players.Add(new AI(this, PlayerIndex.Two, YELLOW, new Vector2(930, 10))); if (PlayersMenuScreen.player3 == PlayersMenuScreen.PlayerType.Human) players.Add(new Player(this, PlayerIndex.Three, GREEN, new Vector2(50, 652))); if (PlayersMenuScreen.player3 == PlayersMenuScreen.PlayerType.AI) players.Add(new AI(this, PlayerIndex.Three, GREEN, new Vector2(50, 652))); if (PlayersMenuScreen.player4 == PlayersMenuScreen.PlayerType.Human) players.Add(new Player(this, PlayerIndex.Four, ORANGE, new Vector2(930, 652))); if (PlayersMenuScreen.player4 == PlayersMenuScreen.PlayerType.AI) players.Add(new AI(this, PlayerIndex.Four, ORANGE, new Vector2(930, 652))); curPlayer = players[random.Next(players.Count)]; progressBar = new UI.ProgressBar(ScreenManager.Game, new Rectangle((screenWidth - 300)/2, 50, 300, 16)); progressBar.maximum = (float)deployFreq; progressBar.fillColor = Color.White; progressBar.backgroundColor = Color.Black; if (OptionsMenuScreen.currentMap != OptionsMenuScreen.Map.World) { CreateGrid(); } else { CreateWorld(); } // we have to initialze the hover territory Dictionary<string, Country>.Enumerator e = territories.GetEnumerator(); e.MoveNext(); foreach (Player p in players) { p.hover = e.Current.Value; } //foreach (KeyValuePair<string, Country> c in territories) //{ // Player owner = c.Value.getOwner(); // bool frontLines = false; // foreach (Country n in c.Value) // { // if (n.getOwner() != owner) // frontLines = true; // } // if (frontLines) // c.Value.setStrength(4); //} if (OptionsMenuScreen.currentPlacement == OptionsMenuScreen.Placement.Random) AssignRandomly(); else AssignManually(); pruneMovements(); }