Esempio n. 1
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 /// <summary>
 /// Default constructor for an un-positioned gridspace
 /// </summary>
 /// <param name="parentGrid">Grid of which to be a technical, but undrawn and inaccessible, member.</param>
 public GridSpace(Grid parentGrid)
 {
     currentActor = null;
     isOccupied = false;
     moveCost = 1;
     parent = parentGrid;
     walls = new Wall[3];
 }
Esempio n. 2
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 /// <summary>
 /// Creates a grid space that considers itself at position (posX, posY) in the parent grid.
 /// </summary>
 /// <param name="spaceTypeSelector">Chooses the texture for this space. Does not affect the properties of it otherwise.</param>
 /// <param name="posX">Horizontal position in the grid</param>
 /// <param name="posY">Vertical position in the grid</param>
 /// <param name="elevation"></param>
 /// <param name="Parent"></param>
 public GridSpace(int spaceTypeSelector, int posX, int posY, int elevation, Grid Parent)
 {
     EnvironmentTextureHolder holder = EnvironmentTextureHolder.Holder;
     currentActor = null;
     isOccupied = false;
     moveCost = 1;
     parent = Parent;
     projectilesInSpace = new List<SpaceProjectile>();
     gridPos = new Vector2(posX, posY);
     spaceSprite = holder.MainHexagonSprites[spaceTypeSelector].copySprite();
     minimapSprite = holder.MinimapHexagonSprites[spaceTypeSelector].copySprite();
     spaceType = spaceTypeSelector;
     walls = new Wall[3];
     for (int i = 0; i < 3; ++i)
     {
         walls[i] = new Wall();
     }
     this.elevation = elevation;
 }
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     ConstantHolder.textureLoader = TextureListXML.loadTextureXMLs("Content\\XMLs\\Textures\\Textures.xml");
     ActorHolder = ActorTextureHolder.makeHolder(GraphicsDevice);
     CombatHolder = CombatTextureHolder.makeHolder(GraphicsDevice);
     EnviroHolder = EnvironmentTextureHolder.makeHolder(GraphicsDevice);
     InterfaceHolder = InterfaceTextureHolder.makeHolder(Content, GraphicsDevice);
     currentLevelGrid = Level.loadLevelXML("Content\\XMLs\\level.xml").LevelGrid;
     GUIMan = GUIManager.MakeManager();
     changeState(GameState.Gameplay_Combat);
     //currentLevelGrid = thing.SimpleLevelGrid;
     IsMouseVisible = true;
     changeState(GameState.Gameplay_Combat);
     //HexagonWidth = hex.Width;
     // TODO: use this.Content to load your game content here
 }