Esempio n. 1
0
        public ThrowFrisbee(Game game, int difficulty)
            : base(game, difficulty)
        {
            Random random = new Random();

            var targetItemPositions = new List<Vector2>();
            targetItemPositions.Add(new Vector2(Center.X - 310, 530));
            targetItemPositions.Add(new Vector2(Center.X - 300, 550));

            Vector2 targetItemPosition = targetItemPositions[random.Next(0, targetItemPositions.Count)];

            var itemPositions = new List<Vector2>();
            //itemPositions.Add(new Vector2(Center.X + 100, 500));
            //itemPositions.Add(new Vector2(Center.X + 140, 530));
            //itemPositions.Add(new Vector2(Center.X + 220, 560));
            //itemPositions.Add(new Vector2(Center.X + 280, 520));
            itemPositions.Add(new Vector2(Center.X + 105, 475));

            Vector2 itemPosition = itemPositions[random.Next(0, itemPositions.Count)];

            Vector2 resultItemPosition = new Vector2(targetItemPosition.X + 10, targetItemPosition.Y);

            TargetItem = new DrawableGameElement(game, Game1._textures["ball_position"], targetItemPosition);
            Item = new MouseGameElement(game, Game1._textures["frisbee"], itemPosition);
            ResultItem = new DrawableGameElement(game, Game1._textures["frisbee"], resultItemPosition);
            TutorialSound = new AudioEffect(Game1._soundEffects["ThrowFrisbee_Intro"]);
            RewardSound = new AudioEffect(Game1._soundEffects["ThrowFrisbee_Reward"]);
        }
Esempio n. 2
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        /// <summary>
        /// Initialize a new minigame called Feed The Dog
        /// </summary>
        public FeedTheDog(Game game, int difficulty)
            : base(game, difficulty)
        {
            Random random = new Random();

            var targetItemPositions = new List<Vector2>();
            targetItemPositions.Add(new Vector2(Center.X - 180, 540));
            targetItemPositions.Add(new Vector2(Center.X - 240, 550));
            targetItemPositions.Add(new Vector2(Center.X - 320, 500));

            Vector2 targetItemPosition = targetItemPositions[random.Next(0, targetItemPositions.Count)];

            var itemPositions = new List<Vector2>();
            //itemPositions.Add(new Vector2(Center.X + 70, 525));
            itemPositions.Add(new Vector2(Center.X + 100, 350)); // aanrechtblad
            //itemPositions.Add(new Vector2(Center.X + 80, 535));

            Vector2 itemPosition = itemPositions[random.Next(0, itemPositions.Count)];

            TargetItem = new DrawableGameElement(game, Game1._textures["food_empty"], targetItemPosition);
            Item = new MouseGameElement(game, Game1._textures["food"], itemPosition);
            ResultItem = new DrawableGameElement(game, Game1._textures["food_full"], targetItemPosition);
            TutorialSound = new AudioEffect(Game1._soundEffects["GiveFood_Intro"]);
            RewardSound = new AudioEffect(Game1._soundEffects["GiveFood_Reward"]);
        }
Esempio n. 3
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        public GiveBoneToDog(Game game, int difficulty)
            : base(game, difficulty)
        {
            Random random = new Random();

            var targetItemPositions = new List<Vector2>();
            targetItemPositions.Add(new Vector2(Center.X - 180, 510));
            targetItemPositions.Add(new Vector2(Center.X - 280, 550));
            //targetItemPositions.Add(new Vector2(Center.X - 330, 480));

            Vector2 targetItemPosition = targetItemPositions[random.Next(0, targetItemPositions.Count)];

            var itemPositions = new List<Vector2>();
            itemPositions.Add(new Vector2(Center.X + 70, 520));
            itemPositions.Add(new Vector2(Center.X + 220, 370));
            itemPositions.Add(new Vector2(Center.X + 240, 490));
            itemPositions.Add(new Vector2(Center.X + 90, 470));

            Vector2 itemPosition = itemPositions[random.Next(0, itemPositions.Count)];

            Vector2 resultItemPosition = new Vector2(targetItemPosition.X, targetItemPosition.Y - 3); // This one needs to be 3 px lower

            TargetItem = new DrawableGameElement(game, Game1._textures["food_empty"], targetItemPosition);
            Item = new MouseGameElement(game, Game1._textures["bone"], itemPosition);
            ResultItem = new DrawableGameElement(game, Game1._textures["bone_full"], resultItemPosition);
            TutorialSound = new AudioEffect(Game1._soundEffects["GiveBone_Intro"]);
            RewardSound = new AudioEffect(Game1._soundEffects["GiveBone_Reward"]);
        }
Esempio n. 4
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 public House(Game game)
     : base(game)
 {
     DrawableGameElement _backgroundRoom = new DrawableGameElement(game, Game1._textures["background"], new Vector2(-Game1._textures["background"].Width / 2, 0));
     GameElements.Add(_backgroundRoom);
     DrawableGameElement _light = new DrawableGameElement(game, Game1._textures["light"], new Vector2(Center.X - 215, 500));
     GameElements.Add(_light);
     CurrentRoom = Room.livingRoom;
 }
Esempio n. 5
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        public TitleScreen(Game game, SpriteFont _arial)
            : base(game)
        {
            DrawableGameElement _backgroundRoom = new DrawableGameElement(game, Game1._textures["background_menu"], new Vector2(0, 0));
            GameElements.Add(_backgroundRoom);

            StartButton = new MouseGameElement(game, Game1._textures["start"], new Vector2(150, 280));
            ExitButton = new MouseGameElement(game, Game1._textures["stop"], new Vector2(150, 380));

            GameElements.Add(StartButton);
            GameElements.Add(ExitButton);
        }
        public DifficultyScreen(Game game, SpriteFont _arial)
            : base(game)
        {
            DifficultyTutorial = new AudioEffect(Game1._soundEffects["DifficultySelect"]);

            DrawableGameElement _backgroundRoom = new DrawableGameElement(game, Game1._textures["background"], new Vector2(-Game1._textures["background"].Width / 2, 0));
            GameElements.Add(_backgroundRoom);

            EasyModeButton = new MouseGameElement(game, Game1._textures["difficulty_one"], new Vector2(Center.X - (int)Game1._textures["difficulty_one"].Width * 2 + 50, 200));
            NormalModeButton = new MouseGameElement(game, Game1._textures["difficulty_two"], new Vector2(Center.X - (int)Game1._textures["difficulty_two"].Width / 2, 200));
            HardModeButton = new MouseGameElement(game, Game1._textures["difficulty_three"], new Vector2(Center.X + (int)Game1._textures["difficulty_three"].Width - 50, 200));

            GameElements.Add(EasyModeButton);
            GameElements.Add(NormalModeButton);
            GameElements.Add(HardModeButton);
        }
Esempio n. 7
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        public RepairFlower(Game game, int difficulty)
            : base(game, difficulty)
        {
            Random random = new Random();

            var targetItemPositions = new List<Vector2>();
            targetItemPositions.Add(new Vector2(Center.X - 280, 380));
            targetItemPositions.Add(new Vector2(Center.X - 340, 390));

            Vector2 targetItemPosition = targetItemPositions[random.Next(0, targetItemPositions.Count)];

            var itemPositions = new List<Vector2>();
            itemPositions.Add(new Vector2(Center.X + 70, 510));
            itemPositions.Add(new Vector2(Center.X + 100, 550));
            itemPositions.Add(new Vector2(Center.X + 10, 540));

            Vector2 itemPosition = itemPositions[random.Next(0, itemPositions.Count)];

            TargetItem = new DrawableGameElement(game, Game1._textures["vase_empty"], targetItemPosition);
            Item = new MouseGameElement(game, Game1._textures["flower"], itemPosition);
            ResultItem = new DrawableGameElement(game, Game1._textures["vase_full"], targetItemPosition);
            TutorialSound = new AudioEffect(Game1._soundEffects["RepairFlowers_Intro"]);
            RewardSound = new AudioEffect(Game1._soundEffects["RepairFlowers_Reward"]);
        }
Esempio n. 8
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        public WashTheDog(Game game, int difficulty)
            : base(game, difficulty)
        {
            Random random = new Random();

            var targetItemPositions = new List<Vector2>();
            targetItemPositions.Add(new Vector2(Center.X - 260, 420));
            targetItemPositions.Add(new Vector2(Center.X - 290, 420));
            targetItemPositions.Add(new Vector2(Center.X - 320, 420));

            Vector2 targetItemPosition = targetItemPositions[random.Next(0, targetItemPositions.Count)];

            var itemPositions = new List<Vector2>();
            itemPositions.Add(new Vector2(Center.X + 70, 460));
            itemPositions.Add(new Vector2(Center.X + 100, 480));

            Vector2 itemPosition = itemPositions[random.Next(0, itemPositions.Count)];

            TargetItem = new DrawableGameElement(game, Game1._textures["water_empty"], targetItemPosition);
            Item = new MouseGameElement(game, Game1._textures["shampoo"], itemPosition);
            ResultItem = new DrawableGameElement(game, Game1._textures["water_full"], targetItemPosition);
            TutorialSound = new AudioEffect(Game1._soundEffects["WashDog_Intro"]);
            RewardSound = new AudioEffect(Game1._soundEffects["WashDog_Reward"]);
        }
 /// <summary>
 /// Check wether the object has hit another object
 /// Where hitting is when the center of the other object enters the rectangle
 /// </summary>
 public bool HasHitObject(DrawableGameElement element)
 {
     return (Rectangle.Contains((int)element.Center.X, (int)element.Center.Y));
 }
Esempio n. 10
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 /// <summary>
 /// Add a reward to the Hud
 /// </summary>
 public void AddReward()
 {
     DrawableGameElement paw = new DrawableGameElement(Game, Game1._textures["paw"], NextRewardPosition);
     _dogPaws.Add(paw);
     GameElements.Add(paw);
 }