public void Initialize()
        {
            subProjectile1 = new Projectile(contentManager, spriteBatch, activeProjectiles,
                "Textures/Ammo/rock_ammo", ProjectileStartPosition, hitOffset,
                isRightPlayer, gravity);
            subProjectile1.Initialize();

            subProjectile2 = new Projectile(contentManager, spriteBatch, activeProjectiles,
                "Textures/Ammo/rock_ammo", ProjectileStartPosition, hitOffset,
                isRightPlayer, gravity);
            subProjectile2.Initialize();

            subProjectile3 = new Projectile(contentManager, spriteBatch, activeProjectiles,
                "Textures/Ammo/rock_ammo", ProjectileStartPosition, hitOffset,
                isRightPlayer, gravity);
            subProjectile3.Initialize();
        }
Esempio n. 2
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        public void Initialize()
        {
            subProjectile1 = new Projectile(contentManager, spriteBatch, activeProjectiles,
                                            "Textures/Ammo/rock_ammo", ProjectileStartPosition, hitOffset,
                                            isRightPlayer, gravity);
            subProjectile1.Initialize();

            subProjectile2 = new Projectile(contentManager, spriteBatch, activeProjectiles,
                                            "Textures/Ammo/rock_ammo", ProjectileStartPosition, hitOffset,
                                            isRightPlayer, gravity);
            subProjectile2.Initialize();

            subProjectile3 = new Projectile(contentManager, spriteBatch, activeProjectiles,
                                            "Textures/Ammo/rock_ammo", ProjectileStartPosition, hitOffset,
                                            isRightPlayer, gravity);
            subProjectile3.Initialize();
        }
Esempio n. 3
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        /// <summary>
        /// Function initializes the catapult instance and loads the animations from XML definition sheet
        /// </summary>
        public void Initialize()
        {
            // Define initial state of the catapult
            IsActive          = true;
            AnimationRunning  = false;
            currentState      = CatapultState.Idle;
            stallUpdateCycles = 0;

            // Load multiple animations form XML definition
            XDocument doc         = XDocument.Load("Content/Textures/Catapults/AnimationsDef.xml");
            XName     name        = XName.Get("Definition");
            var       definitions = doc.Document.Descendants(name);

            // Loop over all definitions in XML
            foreach (var animationDefinition in definitions)
            {
                bool?toLoad = null;
                bool val;
                if (bool.TryParse(animationDefinition.Attribute("IsAI").Value, out val))
                {
                    toLoad = val;
                }

                // Check if the animation definition need to be loaded for current catapult
                if (toLoad == isLeftSide || null == toLoad)
                {
                    // Get a name of the animation
                    string    animatonAlias = animationDefinition.Attribute("Alias").Value;
                    Texture2D texture       =
                        contentManager.Load <Texture2D>(animationDefinition.Attribute("SheetName").Value);

                    // Get the frame size (width & height)
                    Point frameSize = new Point();
                    frameSize.X = int.Parse(animationDefinition.Attribute("FrameWidth").Value);
                    frameSize.Y = int.Parse(animationDefinition.Attribute("FrameHeight").Value);

                    // Get the frames sheet dimensions
                    Point sheetSize = new Point();
                    sheetSize.X = int.Parse(animationDefinition.Attribute("SheetColumns").Value);
                    sheetSize.Y = int.Parse(animationDefinition.Attribute("SheetRows").Value);

                    // If definition has a "SplitFrame" - means that other animation should start here - load it
                    if (null != animationDefinition.Attribute("SplitFrame"))
                    {
                        splitFrames.Add(animatonAlias,
                                        int.Parse(animationDefinition.Attribute("SplitFrame").Value));
                    }

                    // Defing animation speed
                    TimeSpan frameInterval = TimeSpan.FromSeconds((float)1 /
                                                                  int.Parse(animationDefinition.Attribute("Speed").Value));

                    Animation animation = new Animation(texture, frameSize, sheetSize);

                    // If definition has an offset defined - means that it should be rendered relatively
                    // to some element/other animation - load it
                    if (null != animationDefinition.Attribute("OffsetX") &&
                        null != animationDefinition.Attribute("OffsetY"))
                    {
                        animation.Offset = new Vector2(int.Parse(animationDefinition.Attribute("OffsetX").Value),
                                                       int.Parse(animationDefinition.Attribute("OffsetY").Value));
                    }

                    animations.Add(animatonAlias, animation);
                }
            }

            // Load the textures
            idleTexture = contentManager.Load <Texture2D>(idleTextureName);

            activeProjectiles     = new List <Projectile>(MaxActiveProjectiles);
            activeProjectilesCopy = new List <Projectile>(MaxActiveProjectiles);
            destroyedProjectiles  = new List <Projectile>(MaxActiveProjectiles);

            normalProjectile = new Projectile(contentManager, spriteBatch, activeProjectiles,
                                              "Textures/Ammo/rock_ammo", ProjectileStartPosition,
                                              animations["Fire"].FrameSize.Y, isLeftSide, Gravity);
            normalProjectile.Initialize();

            splitProjectile = new SplitProjectile(contentManager, spriteBatch, activeProjectiles,
                                                  "Textures/Ammo/split_ammo", ProjectileStartPosition,
                                                  animations["Fire"].FrameSize.Y, isLeftSide, Gravity);
            splitProjectile.Initialize();

            crate = new SupplyCrate(contentManager, spriteBatch, "Textures/Crate/box",
                                    Position + new Vector2(animations["Fire"].FrameSize.X / 2, 0), isLeftSide);
            crate.Initialize();

            // Initialize randomizer
            random = new Random();
        }
Esempio n. 4
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        /// <summary>
        /// Function initializes the catapult instance and loads the animations from XML definition sheet
        /// </summary>
        public void Initialize()
        {
            // Define initial state of the catapult
            IsActive = true;
            AnimationRunning = false;
            currentState = CatapultState.Idle;
            stallUpdateCycles = 0;

            // Load multiple animations form XML definition
            XDocument doc = XDocument.Load("Content/Textures/Catapults/AnimationsDef.xml");
            XName name = XName.Get("Definition");
            var definitions = doc.Document.Descendants(name);

            // Loop over all definitions in XML
            foreach (var animationDefinition in definitions)
            {
                bool? toLoad = null;
                bool val;
                if (bool.TryParse(animationDefinition.Attribute("IsAI").Value, out val))
                    toLoad = val;

                // Check if the animation definition need to be loaded for current catapult
                if (toLoad == isLeftSide || null == toLoad)
                {
                    // Get a name of the animation
                    string animatonAlias = animationDefinition.Attribute("Alias").Value;
                    Texture2D texture =
                        contentManager.Load<Texture2D>(animationDefinition.Attribute("SheetName").Value);

                    // Get the frame size (width & height)
                    Point frameSize = new Point();
                    frameSize.X = int.Parse(animationDefinition.Attribute("FrameWidth").Value);
                    frameSize.Y = int.Parse(animationDefinition.Attribute("FrameHeight").Value);

                    // Get the frames sheet dimensions
                    Point sheetSize = new Point();
                    sheetSize.X = int.Parse(animationDefinition.Attribute("SheetColumns").Value);
                    sheetSize.Y = int.Parse(animationDefinition.Attribute("SheetRows").Value);

                    // If definition has a "SplitFrame" - means that other animation should start here - load it
                    if (null != animationDefinition.Attribute("SplitFrame"))
                        splitFrames.Add(animatonAlias,
                            int.Parse(animationDefinition.Attribute("SplitFrame").Value));

                    // Defing animation speed
                    TimeSpan frameInterval = TimeSpan.FromSeconds((float)1 /
                        int.Parse(animationDefinition.Attribute("Speed").Value));

                    Animation animation = new Animation(texture, frameSize, sheetSize);

                    // If definition has an offset defined - means that it should be rendered relatively
                    // to some element/other animation - load it
                    if (null != animationDefinition.Attribute("OffsetX") &&
                      null != animationDefinition.Attribute("OffsetY"))
                    {
                        animation.Offset = new Vector2(int.Parse(animationDefinition.Attribute("OffsetX").Value),
                            int.Parse(animationDefinition.Attribute("OffsetY").Value));
                    }

                    animations.Add(animatonAlias, animation);
                }
            }

            // Load the textures
            idleTexture = contentManager.Load<Texture2D>(idleTextureName);

            activeProjectiles = new List<Projectile>(MaxActiveProjectiles);
            activeProjectilesCopy = new List<Projectile>(MaxActiveProjectiles);
            destroyedProjectiles = new List<Projectile>(MaxActiveProjectiles);

            normalProjectile = new Projectile(contentManager, spriteBatch, activeProjectiles,
                "Textures/Ammo/rock_ammo", ProjectileStartPosition,
                animations["Fire"].FrameSize.Y, isLeftSide, Gravity);
            normalProjectile.Initialize();

            splitProjectile = new SplitProjectile(contentManager, spriteBatch, activeProjectiles,
                "Textures/Ammo/split_ammo", ProjectileStartPosition,
                animations["Fire"].FrameSize.Y, isLeftSide, Gravity);
            splitProjectile.Initialize();

            crate = new SupplyCrate(contentManager, spriteBatch, "Textures/Crate/box",
                Position + new Vector2(animations["Fire"].FrameSize.X / 2, 0), isLeftSide);
            crate.Initialize();

            // Initialize randomizer
            random = new Random();
        }