public Enemy(Objectmanager objectmanager, ContentManager contentManager, Mathe mathe, Enemydatabase enemydatabase, Enemytype typ, Vector2 position, Richtung blickrichtung, float skalierung) { Gravitation = 0.40f; MaxSpeed = new Vector2(6, 15); this.Objectmanager = objectmanager; this.Mathe = mathe; this.State = Enemystate.Idle; this.Blickrichtung = blickrichtung; this.Skalierung = skalierung; this.PositionCurrent = position; this.Typ = typ; Enemy Tempenemy = enemydatabase.Read(typ); Texturmaße = new Vector2(Tempenemy.Texturmaße.X, Tempenemy.Texturmaße.Y); AniGeschwindigkeit = Tempenemy.AniGeschwindigkeit; Spalten = Tempenemy.Spalten; Texturname = Tempenemy.Texturname; Wiederholen = Tempenemy.Wiederholen; Textur = Tempenemy.Textur; Kollision = new Rectangle((int)(Texturmaße.X / 2) - 5, (int)Texturmaße.Y - 20, 10, 10); for (int i = 0; i < Textur.Count(); i++) { if (Texturname[i] == "Idle") { Animation = new Animation(Textur[i], true, Spalten[i], new Rectangle(0, 0, (int)Texturmaße.X, (int)Texturmaße.Y), skalierung, AniGeschwindigkeit[i]); break; } } }
public Inputmanager(Contents contents, Camera camera, Player player, Keymanager keymanager, Cursor mouse, Enemymanager enemymanager, Windowmanager windowmanager, Backgroundmanager backgroundmanager, Backgrounddatabase backgrounddatabase, Objectmanager objectmanager, Objectdatabase objectdatabase, Eventmanager eventmanager, Levelmanager levelmanager, Levermanager levermanager, ContentManager contentmanager, Editor editor, DebugView DebugView, DepressionHandler Depression, Mathe mathe, Itemmanager itemmanager, BackgroundMusic bmus) { this.Contents = contents; this.Player = player; this.Keymanager = keymanager; this.Cursor = mouse; this.Enemymanager = enemymanager; this.Windowmanager = windowmanager; this.Backgroundmanager = backgroundmanager; this.Backgrounddatabase = backgrounddatabase; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Eventmanager = eventmanager; this.Levelmanager = levelmanager; this.Levermanager = levermanager; this.Contentmanager = contentmanager; this.Editor = editor; this.Mathe = mathe; this.Keymanager.Windowmanager = windowmanager; this.Camera = camera; this.Itemmanager = itemmanager; this.DebugView = DebugView; this.Depression = Depression; this.bg = bmus; }
//Kontruktor Ladevorgang public Eventcondition(Mathe mathe, Player player, Conditiontype type, Vector2 position) { this.Mathe = mathe; this.Player = player; this.Type = type; this.Position = position; }
//Kontruktor Ladevorgang public Eventtrigger(Enemymanager enemymanager, Mathe mathe, Player player, Triggertype type, Vector2 position) { this.Mathe = mathe; this.Player = player; this.Type = type; this.Position = position; this.Enemymanager = enemymanager; }
public Cursor(Camera camera, Keymanager keymanager, Contents contents, Settings settings) { this.Contents = contents; this.Settings = settings; this.Keymanager = keymanager; this.Kamera = camera; this.Mathe = new Mathe(); }
public Levermanager(SpriteFont font, Player player, Cursor cursor, Mathe mathe, Animationsmanager animationsmanager, Contents contents) { this.Font = font; this.Player = player; this.Cursor = cursor; this.Mathe = mathe; this.Animationsmanager = animationsmanager; this.Contents = contents; }
public Enemymanager(Objectmanager objectmanager, Mathe mathe, ContentManager contentManager, Enemydatabase enemydatabase, Player player) { this.Objectmanager = objectmanager; this.Mathe = mathe; this.ContentManager = contentManager; this.Enemydatabase = enemydatabase; this.Player = player; //AddEnemy(Enemytype.Wolf, new Vector2(6300, 714), Richtung.Links, 1f); //AddEnemy(Enemytype.Skelett, new Vector2(900, 735), Richtung.Links, 1f); }
public Eventmanager(Mathe mathe, Player player, Enemymanager enemymanager, DepressionHandler depressionhandler, Objectmanager objectmanager, Objectdatabase objectdatabase, Levermanager levermanager) { this.Mathe = mathe; this.Player = player; this.Enemymanager = enemymanager; this.DepressionHandler = depressionhandler; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Levermanager = levermanager; }
public Itemmanager(Mathe mathe, DepressionHandler depressionHandler, ContentManager contentManager, Player player) { this.Mathe = mathe; this.DepressionHandler = depressionHandler; this.ContentManager = contentManager; this.Player = player; if (System.IO.Directory.Exists(Quellpfad)) { string[] folders = System.IO.Directory.GetFiles(Quellpfad); foreach (string s in folders) { Datenbank.Add(new Item(ContentManager, s.Substring(14, s.Length - 18))); } } }
public Player(Mathe mathe, Contents contents, World world, DebugFlag flag) { this.Mathe = mathe; debugFlag = flag; this.stringBuilder = new StringBuilder(); this.Contents = contents; PositionCurrent = new Vector2(0, 715); Texturen[0] = contents.Player1; Texturen[1] = contents.Player2; Texturen[2] = contents.Player3; Texturen[3] = contents.Player4; Texturen[4] = contents.Player5; Texturen[5] = contents.Player6; Animation = new Animation(Texturen[0], true, 1, new Rectangle(0, 0, 200, 200), 1, 6); Blickrichtung = Richtung.Rechts; Playerstate = Playerstates.Idle; MaxSpeed = new Vector2(6, 12); Beschleunigung = new Vector2(0.25f, 0.60f); Initialgeschwindigkeit = new Vector2(2.0f, 5.5f); Reibung = 0.35f; Gravitation = 0.40f; jumpCounter = 0; jumpCounterMax = 11; jumpCooldown = 0; jumpCooldownBase = 20; Ground = 715; Groundcollision = true; body = BodyFactory.CreateRectangle(world, 50, 50, 1.0f, PositionCurrent); }
//Konstruktor Editor public Eventtrigger(Enemymanager enemymanager, Mathe mathe, Player player) { this.Mathe = mathe; this.Player = player; this.Enemymanager = enemymanager; }
protected override void Initialize() { //primBatch = new PrimitiveBatch(GraphicsDevice); World = new World(new Vector2(0, 9.81f)); Mathe = new Mathe(); Settings = new Settings(graphics); Camera = new Camera(GraphicsDevice.Viewport, Settings.Widescreen); Contents = new Contents(Content, GraphicsDevice); Debug = new DebugView(Contents,Camera); Objectdatabase = new Objectdatabase(Content); Backgrounddatabase = new Backgrounddatabase(Content); Enemydatabase = new Enemydatabase(Content); Animationsmanager = new Animationsmanager(); Keymanager = new Keymanager(Contents, DebugFlag.Inputstats); Player = new Player(Mathe, Contents, World, DebugFlag.PlayerStats); Cursor = new Cursor(Camera, Keymanager, Contents, Settings); Windowmanager = new Windowmanager(Settings, Cursor, DebugFlag.WindowStats, Contents, GraphicsDevice); DepressionHandler = new DyingHope.DepressionHandler(); Itemmanager = new Itemmanager(Mathe, DepressionHandler, Content, Player); Backgroundmanager = new Backgroundmanager(Player, Backgrounddatabase, DebugFlag.BackgrundStats, Contents); Levermanager = new Levermanager(Contents.Meiryo8, Player, Cursor, Mathe, Animationsmanager, Contents); Objectmanager = new Objectmanager(Objectdatabase, Animationsmanager, Player, (DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)); Enemymanager = new Enemymanager(Objectmanager, Mathe, Content, Enemydatabase, Player); Windowmanager.Windowdatabase = new Windowdatabase(Contents, Player, Inputmanager); Windowmanager.AddWindow(Windowtype.MainMenue); Eventmanager = new Eventmanager(Mathe, Player, Enemymanager, DepressionHandler, Objectmanager, Objectdatabase, Levermanager); Levelmanager = new Levelmanager(Player, Objectmanager, Animationsmanager, Backgroundmanager, Enemymanager, Itemmanager, Levermanager, Eventmanager, Contents); Editor = new Editor(Windowmanager, Enemymanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Contents, Cursor, Player, Keymanager, Levelmanager, Itemmanager, Levermanager); Debugview = new DebugViewXNA(World); Console.WriteLine(((DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)& DebugFlag.ObjectmanagerStats)); light = new SoundObjekt(Settings, Contents.Emitter, Contents.Light, new Vector2(3500 - 576, 700), new Vector2(100, 0), 200); rain = new SoundObjekt(Settings, Contents.Emitter, Contents.Rain, new Vector2(6000 - 576, 0), new Vector2(1000, 0), 400); levelTheme = new List<MSong> { new MSong(Contents.StadtAnfang, 0), new MSong(Contents.StadtLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.ParkAnfang, 0), new MSong(Contents.ParkLoop, -1), new MSong(Contents.ParkEnde, 0), new MSong(Contents.SchuleAnfang, 0), new MSong(Contents.SchuleLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.MonsterAnfang, 0), new MSong(Contents.MonsterLoop, -1), new MSong(Contents.Ende, 0) }; menueTheme = new List<MSong> { new MSong(Contents.Menue_Theme, 99) }; BackgroundMusic = new BackgroundMusic(Settings, menueTheme); Inputmanager = new Inputmanager(Contents, Camera, Player, Keymanager, Cursor, Enemymanager, Windowmanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Levelmanager, Levermanager, Content, Editor, Debug, DepressionHandler, Mathe, Itemmanager, BackgroundMusic); //Testemitter------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //testEmitter = new Emitter(new Vector2(3000, 850), DebugFlag.Pertikle); //testEmitter.startParticel = 50; //testEmitter.EmitterAngel = new List<Vector2> { new Vector2(180, 180) }; //testEmitter.EmitterRange = new Vector2(1000, 50); //testEmitter.EmitterMaxParticel = 100; //testEmitter.EmitterUpdate = 100f; //testEmitter.EmitterTexture = Contents.Emitter; //testEmitter.ParticelStayOnMax = new Vector2(0, 0); //testEmitter.ParticelLifeDrain = new Vector2(1, 1); //testEmitter.ParticelLifeTime = new Vector2(5000f, 50000f); //testEmitter.ParticelSize = new Vector2(0.1f, 0.5f); //testEmitter.ParticelTexture = new List<Texture2D> { Contents.Nebel, Contents.Nebel2 }; //testEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); //testEmitter.PerticelPower = new Vector2(0.50f, 0.8f); //testEmitter.particelNeverDie = false; //testEmitter.spawnprofile = Spawnprofile.FadeIn; //testEmitter.bewegungsprofil = Bewegungsprofile.Linear; //testEmitter.Start(); //rainEmitter = new Emitter(new Vector2(6000, -10), DebugFlag.Pertikle); //rainEmitter.startParticel = 0; //rainEmitter.particelPerUpdate = new Vector2(1, 100); //rainEmitter.EmitterAngel = new List<Vector2> { new Vector2(270, 270) }; //rainEmitter.EmitterRange = new Vector2(1000, 0); //rainEmitter.EmitterMaxParticel = 60000; //rainEmitter.EmitterUpdate = 10f; //rainEmitter.EmitterTexture = Contents.Emitter; //rainEmitter.ParticelStayOnMax = new Vector2(0, 0); //rainEmitter.ParticelLifeDrain = new Vector2(1, 1); //rainEmitter.ParticelLifeTime = new Vector2(500f, 2000f); //rainEmitter.ParticelSize = new Vector2(0.5f, 1.5f); //rainEmitter.ParticelTexture = new List<Texture2D> { Contents.Rain1 }; //rainEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); //rainEmitter.PerticelPower = new Vector2(10.50f, 20.8f); //rainEmitter.particelNeverDie = false; //rainEmitter.spawnprofile = Spawnprofile.Instant; //rainEmitter.bewegungsprofil = Bewegungsprofile.Linear; //rainEmitter.Start(); menue = new Emitter(new Vector2(GraphicsDevice.Viewport.Width / 2, (GraphicsDevice.Viewport.Height / 2)+20), DebugFlag.Pertikle); menue.startParticel = 0; menue.particelPerUpdate = new Vector2(1, 5); menue.EmitterAngel = new List<Vector2> { new Vector2(0, 360) }; menue.EmitterRange = new Vector2(250, 50); menue.EmitterMaxParticel = 6000; menue.EmitterUpdate = 100f; menue.EmitterTexture = Contents.Emitter; menue.ParticelStayOnMax = new Vector2(0, 100); menue.ParticelLifeDrain = new Vector2(1, 1); menue.ParticelLifeTime = new Vector2(1000f, 3000f); menue.ParticelSize = new Vector2(0.065f, 0.09f); menue.ParticelTexture = new List<Texture2D> { Contents.Partikel1, Contents.Partikel2, Contents.Partikel3 }; menue.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); menue.PerticelPower = new Vector2(0.2f, 0.9f); menue.particelNeverDie = false; menue.spawnprofile = Spawnprofile.FadeIn; menue.bewegungsprofil = Bewegungsprofile.LinearRandom; menue.Start(); //Debug------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Debug.Add(Player); Debug.Add(Objectmanager); Debug.Add(Keymanager); Debug.Add(Backgroundmanager); Debug.Add(Windowmanager); Debug.Add(DepressionHandler); //Debug.Add(testEmitter); //Debug.AppendFlag(DebugFlag.PlayerStats, false); //Debug.AppendFlag(DebugFlag.ObjectmanagerStats,false); //Debug.AppendFlag(DebugFlag.ObjectInformation, true); //Debug.AppendFlag(DebugFlag.CollisonShape, true); Debugview.DebugPanelPosition = new Vector2(500, 100); Debugview.AppendFlags(DebugViewFlags.DebugPanel); Debugview.LoadContent(GraphicsDevice, Content); base.Initialize(); }
//Konstruktor Editor //public Enemy Gegner; public Eventaction(Mathe mathe, Player player, Levelmanager levelmanager, Enemymanager enemymanager, DepressionHandler depressionhandler, Eventmanager eventmanager, Objectmanager objectmanager, Objectdatabase objectdatabase,BackgroundMusic musik) { this.Mathe = mathe; this.Player = player; this.Levelmanager = levelmanager; this.Name = levelmanager.Levels[0].Name; this.Enemymanager = enemymanager; this.DepressionHandler = depressionhandler; this.Eventmanager = eventmanager; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Objecttyp = Objectdatabase.Auslesen(ObjectClass.Stadtdekoration); this.bgMusik = musik; }
//Konstruktor Editor public Eventcondition(Mathe mathe, Player player) { this.Mathe = mathe; this.Player = player; }