//Constructor public InstructionScreen(Game1 game1) { game = game1; //assigns the game1 object to game attribute gameState = new GameState(game); // creates the gameState object and puts it into gamestate attribute font1 = game.Content.Load<SpriteFont>("Font1"); //loads the Font1 sprite font // LOAD ALL THE ART backwardsA = game.Content.Load<Texture2D>("backwards"); backwardsArrow = game.Content.Load<Texture2D>("backwards arrow"); forwardD = game.Content.Load<Texture2D>("forward "); forwardArrow = game.Content.Load<Texture2D>("forward arrow"); grapple1 = game.Content.Load<Texture2D>("eGrapple"); grapple2 = game.Content.Load<Texture2D>("leftshift"); grapple3 = game.Content.Load<Texture2D>("rightShift"); space = game.Content.Load<Texture2D>("space"); pause = game.Content.Load <Texture2D>("pauseControl"); color = game.Content.Load<Texture2D>("pause"); back = game.Content.Load<Texture2D>("back"); grappleDown1 = game.Content.Load<Texture2D>("grappleDownArrow"); grappleDown2 = game.Content.Load<Texture2D>("grappleDownS"); grappleUp1 = game.Content.Load<Texture2D>("grappleUPW"); grappleUp2 = game.Content.Load<Texture2D>("grappleUPArrow"); title = game.Content.Load<Texture2D>("instructionTitle"); }
//Constructor public EnemyPathEnd(int posX, int posY, int width, int height, bool top, Game1 game) { if (top == true) { enemyPathRect = new Rectangle(posX, posY, width, height); } else { enemyPathRect = new Rectangle(posX, posY + game.wallSprite.Height, width, height); } }
//Constructor public CreditScreen(Game1 game1) { game = game1; //assigns the game1 object gameState = new GameState(game); //creates a new gamestate class object and assigns it to gamestate font1 = game.Content.Load<SpriteFont>("Font1"); // loads Font1 spriteFont back = game.Content.Load<Texture2D>("back"); title = game.Content.Load<Texture2D>("creditsTitle"); logo = game.Content.Load<Texture2D>("LavaLogo"); names = game.Content.Load<Texture2D>("Names"); bg = game.Content.Load<Texture2D>("pause"); music = game.Content.Load<Texture2D>("musicCredits"); }
public Goal(Texture2D texture, int x, int y, int width, int height, Game1 game1, GameScreen gs) { game = game1; ls = new LevelScreen(game); theGame = game; save = new SaveInfo(); state = new GameState(game); rect = new Rectangle(x, y, width, height); xPostion = x; yPostion = y; this.width = width; this.height = height; goalTexture = texture; gameScreen = gs; }
//Constructor public OptionScreen(Game1 game1) { game = game1; gameState = new GameState(game); // creates new gamestate object and assigns it to gameState font1 = game.Content.Load<SpriteFont>("Font1"); //loads Font1 back = game.Content.Load<Texture2D>("back"); soundOn1 = game.Content.Load<Texture2D>("soundOn1"); soundOn2 = game.Content.Load<Texture2D>("soundOn2"); soundOff1 = game.Content.Load<Texture2D>("soundOff1"); soundOff2 = game.Content.Load<Texture2D>("soundOff2"); levelUnlock1 = game.Content.Load<Texture2D>("levelUnlock1"); levelUnlock2 = game.Content.Load<Texture2D>("levelUnlock2"); resetHS1 = game.Content.Load<Texture2D>("resetHS1"); resetHS2 = game.Content.Load<Texture2D>("resetHS2"); info = new SaveInfo(); count = 0; }
public EndLevelScreen(Game1 game1, string previousLevelIn, string currentLevelIn, string currentLevelName) { game = game1; //assigns the game1 object previousLevel = previousLevelIn; gameState = new GameState(game); //creates a new gamestate class object and assigns it to gamestate font1 = game.Content.Load<SpriteFont>("Font1"); // loads Font1 spriteFont count = 0; levelName = currentLevelName; currentLevel = currentLevelIn; // loading images continue1 = game.Content.Load<Texture2D>("continue1"); continue2 = game.Content.Load<Texture2D>("continue2"); tryAgain1 = game.Content.Load<Texture2D>("tryagain1"); tryAgain2 = game.Content.Load<Texture2D>("tryagain2"); quit1 = game.Content.Load<Texture2D>("quit1"); quit2 = game.Content.Load<Texture2D>("quit2"); }
//Constructor public LevelScreen(Game1 game1) { save = new SaveInfo(); game = game1; gameState = new GameState(game); // creates new gamestate object and assigns it to gameState font1 = game.Content.Load<SpriteFont>("Font1"); // loads Font1 lastState = Keyboard.GetState(); levels = save.ReadUnlock(); back = game.Content.Load<Texture2D>("back"); lvl1 = game.Content.Load<Texture2D>("level1"); lvl2 = game.Content.Load<Texture2D>("level2"); lvl3 = game.Content.Load<Texture2D>("level3"); lvl4 = game.Content.Load<Texture2D>("level4"); lvl5 = game.Content.Load<Texture2D>("level5"); lvl6 = game.Content.Load<Texture2D>("level6"); currentLvl = "level1.txt"; nextLvl = "level2.txt"; }
//Constructor public PauseScreen(Game1 game1, GameScreen currentGame) { game = game1;// assigns game1 to game gameState = new GameState(game); // creates new gamestate object and assigns it to gameState font1 = game.Content.Load<SpriteFont>("Font1"); // loads Font1 lastState = Keyboard.GetState();// sets keyboard state gameScreen = currentGame; // sets gameScreen to current Gamescreen screenWidth = 1000; //sets width to 1000 screenHeight = 800; //sets height to 800 button = 0; // load all the images title = game.Content.Load<Texture2D>("pauseTitle"); continue1 = game.Content.Load<Texture2D>("continue1"); continue2 = game.Content.Load<Texture2D>("continue2"); options1 = game.Content.Load<Texture2D>("options1"); options2 = game.Content.Load<Texture2D>("options2"); howTo1 = game.Content.Load<Texture2D>("instruction1"); howTo2 = game.Content.Load<Texture2D>("instruction2"); screen = game.Content.Load<Texture2D>("pause"); }
// switched screen to Credit screen public void SwitchCredit(Game1 game) { creditScreen = new CreditScreen(game); //makes new credit screen currentScreen = Screen.CreditScreen; // sets current screen to credit screen }
// switched screen to Option screen public void SwitchOption(Game1 game) { optionScreen = new OptionScreen(game); // makes new option screen currentScreen = Screen.OptionScreen; // sets current screen to option screen }
//Constructors public GameState(Game1 game) { this.game = game; currentScreen = Screen.StartScreen; //current screen set to StartScreen State }
// switched screen to instruction screen public void SwitchInstruct(Game1 game) { instructionScreen = new InstructionScreen(game); // makes new instruction screen currentScreen = Screen.InstructionScreen; // sets current screen to instruction screen }
// switched screen to Level screen public void SwitchLevel(Game1 game) { levelScreen = new LevelScreen(game); //makes new level screen currentScreen = Screen.LevelScreen; // sets current screen to level screen }
// constructor /// <summary> /// Sets up the default values. /// </summary> /// <param name="plrTx"></param> /// <param name="x"></param> /// <param name="y"></param> /// <param name="wid"></param> /// <param name="hgt"></param> public Player(Texture2D plrTx, int x, int y, int wid, int hgt, List<Rectangle> colls, Game1 game1, GameScreen gS, Enemy enemy, Platform platform) { game = game1; oldState = Keyboard.GetState(); playerTexture = plrTx; width = wid; height = hgt; playerRect = new Rectangle(x, y, width, height); xPostion = x; yPostion = y; position = new Vector2(x, y); velocity = new Vector2(); hasJumped = false; currentState = State.Still; collisionsToCheck = colls; backwards = game.playerSprite_Backwards; gameScreen = gS; grappleEndpoint = new Vector2(playerRect.X, playerRect.Y); isGrappled = false; isStunned = false; timeSinceStun = 0; //Kasey added this // Alex added this... just the part of the comment mind you nothing else this.enemy = enemy; this.platform = platform; //images back1 = game.Content.Load<Texture2D>("playerBack2"); back2 = game.Content.Load<Texture2D>("playerBack3"); forward1 = game.Content.Load<Texture2D>("playerForward2"); forward2 = game.Content.Load<Texture2D>("playerForward3"); frame = 0; count = 0; if (MonitorSize.height > 1080) { JUMP_STRENGTH = 24; MAX_SPEED = 12; height += 32; width += 18; } else if (MonitorSize.height < 1080) { JUMP_STRENGTH = 18; MAX_SPEED = 9; height -= 32; width -= 18; } }
//pauses game public void PauseGame(Game1 game1, GameScreen currentGame) { pauseScreen = new PauseScreen(game1, currentGame); currentScreen = Screen.PauseScreen; }
public StartScreen(Game1 game1) { game = game1; gameState = new GameState(game); // creates new gamestate object and assigns gameState lastState = Keyboard.GetState(); // assigns keyboard state to lastState }
//basic game screen constructor public GameScreen(Game1 game) { this.game = game; gameState = new GameState(game); //creates new gameState object and assigns it to game screen font1 = game.Content.Load<SpriteFont>("Font1"); //loads Font1 drawList = new List<GameObject>(); enemyList = new List<Enemy>(); timeSinceLastMove = 0; enemyPathList = new List<EnemyPathEnd>(); colList = new List<Rectangle>(); gemsList = new List<Gold>(); bulletList = new List<Bullet>(); platformList = new List<Platform>(); SaveInfo info = new SaveInfo(); Dictionary<string, int> highscoreDict = info.ReadHighScore(); highScore = highscoreDict[levelName]; // reading in the file StreamReader input = null; input = new StreamReader(levelFile); // this will load in whatever level the player picks string text = ""; level = input.ReadLine(); // brings in the level name text = input.ReadLine(); // brings in the high score as a string //int.TryParse(text, out highScore); // now its an int text = input.ReadLine(); // brings in the best time as a string double.TryParse(text, out bestTime); // now its a double text = input.ReadLine(); // read in width int.TryParse(text, out gameWidth); text = input.ReadLine(); // read in height int.TryParse(text, out gameHeight); int xPos = game.screenWidth / gameWidth; //int yPos = game.screenHeight / gameHeight; grappleableObjectList = new List<GameObject>(); int y = -gameHeight + 8; while ((text = input.ReadLine()) != null) { int x = 0; string[] gamePiece = text.Split(); foreach (string piece in gamePiece) { if (piece == "w") { Platform block = new Platform(game.wallSprite, xPos * x + x, xPos * y + y, xPos, xPos); drawList.Add(block); colList.Add(block.rect); platformList.Add(block); grappleableObjectList.Add(block); } else if (piece == "c") { player = new Player(game.playerSprite, xPos * x + x, xPos * y + y, game.playerSprite.Width * 4, game.playerSprite.Height * 4, colList, game, this, enemy, block); } else if (piece == "f") { endGoal = new Goal(game.goalSprite, xPos * x + x, xPos * y + y, xPos, xPos, game, this); } else if (piece == "g") { gem = new Gold(game.gemSprite, xPos * x + 25, xPos * y + 35, game.gemSprite.Width, game.gemSprite.Height, this, game.coinS); gemsList.Add(gem); } else if (piece == "e") { enemy = new Enemy(game.enemySprite, xPos * x, xPos * y + y, game.enemySprite.Width, game.enemySprite.Height, game, this, true, bulletList); enemyList.Add(enemy); bulletList.Add(enemy.MyBullet); } else if (piece == "t") { epe = new EnemyPathEnd(xPos * x + x, xPos * y + y, game.wallSprite.Width, 1, true, game); enemyPathList.Add(epe); } // will add code later for all the other objects that are going to be shown x++; } y++; } input.Close(); input.Close(); y--; lavaRect = new Rectangle(0, game.screenHeight - game.lavaBack.Height, game.screenWidth, game.lavaBack.Height); }
static void Main() { using (var game = new Game1()) game.Run(); }