Esempio n. 1
0
        public Player createCharacter(String CharacterId, ContentManager content, int playerNumber,
                                      ComboManager comboManager, ThrowManager throwManager, SuperManager superManager, ProjectileManager projectileManager)
        {
            Player player;

            int       xPosition;
            int       healthBarMargin;
            Texture2D healthBar       = content.Load <Texture2D>("healthBar1");
            Texture2D healthOuterBar  = content.Load <Texture2D>("HealthBar_empty");
            Texture2D specialBar      = content.Load <Texture2D>("specialbar2");
            Texture2D specialOuterBar = content.Load <Texture2D>("Special_4split_empty");
            Direction direction;

            if (playerNumber == 1)
            {
                xPosition       = Config.Instance.Player1XPosition;
                healthBarMargin = ((Config.Instance.ScreenWidth / 2) - 600) / 2;
                direction       = Direction.Right;
            }
            else
            {
                xPosition       = Config.Instance.Player2XPosition;
                healthBarMargin = (((Config.Instance.ScreenWidth / 2) - 600) / 2) + (Config.Instance.ScreenWidth / 2);
                direction       = Direction.Left;
            }
            Gauge HealthBar = new Gauge(healthBar, 20, healthBarMargin, playerNumber, 10, new Rectangle(0, 0, 1276, 150));

            HealthBar.OuterBarTexture = healthOuterBar;
            if (CharacterId.Equals("LongSword"))
            {
                player = new LongSwordPlayer(playerNumber, xPosition, Config.Instance.PlayerYHeight, comboManager, throwManager, HealthBar);
            }
            else if (CharacterId.Equals("HuntingHorn"))
            {
                player = new HuntingHornPlayer(playerNumber, xPosition, Config.Instance.PlayerYHeight + 50, comboManager, throwManager, HealthBar);
            }
            else
            {
                player = new LongSwordPlayer(playerNumber, xPosition, Config.Instance.PlayerYHeight, comboManager, throwManager, HealthBar);
            }
            player.SuperManager        = superManager;
            player.ProjectileManager   = projectileManager;
            player.Sprite.dummyTexture = DummyTexture;

            player.SpecialBar = new Gauge(specialBar, 675, healthBarMargin + 90, playerNumber, 15, new Rectangle(0, 0, 934, 68));
            player.SpecialBar.CurrentAmount   = 100;
            player.SpecialBar.MaxAmount       = 100;
            player.SpecialBar.OuterBarTexture = specialOuterBar;

            player.Direction = direction;
            player.setUpGauges(content, healthBarMargin + 90);

            loadCharacterDataConfigs(CharacterId, player, content);
            loadParticles(CharacterId, player, content);
            player.SetUpUniversalAttackMoves();

            return(player);
        }
Esempio n. 2
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            cam       = new Camera2d(Config.Instance.GameWidth, Config.Instance.ScreenWidth, Config.Instance.GameHeight, Config.Instance.ScreenHeight);
            cam.Pos   = new Vector2(512.0f, 360.0f);
            mainFrame = new Rectangle(-450, 0, 2400, Config.Instance.GameHeight);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            spriteFont   = Content.Load <SpriteFont>("testf");
            comboManager = new ComboManager(spriteFont);

            BGMManager bgmManager = new BGMManager(Content);

            projectileManager = new ProjectileManager(Content);
            throwManager      = new OneButtonThrowManager();
            superManager      = new BasicSuperManager(cam);

            menuBg = Content.Load <Texture2D>("bg2");

            dummyTexture = new Texture2D(GraphicsDevice, 1, 1);

            dummyTexture.SetData(new Color[] { Color.White });


            testHitbox = new Rectangle(100, 100, 100, 100);

            testHitInfo = new HitInfo(3, 20, Hitzone.HIGH);
            testHitInfo.IsHardKnockDown = true;
            testHitInfo.AirUntechTime   = 8000;
            testHitInfo.AirXVelocity    = 80;
            testHitInfo.AirYVelocity    = -100;

            effect = Content.Load <SoundEffect>("slap_large");

            characterSelection = new CharacterSelectList(Content);

            player1CharacterId = "HuntingHorn";


            PlayerFactory playerFactory = new PlayerFactory();

            playerFactory.DummyTexture = dummyTexture;
            player1 = (HuntingHornPlayer)playerFactory.createCharacter(player1CharacterId, Content, 1, comboManager, throwManager, superManager, projectileManager);

            //player1.Sprite.a
            roundManager   = new RoundManager(player1, player2);
            animationsList = player1.Sprite.AnimationsList;
            player1.Sprite.CurrentAnimation      = animationsList[index];
            player1.Sprite.CurrentAnimation      = "hit";
            player1.ProjectileA.CurrentAnimation = "note1";
        }
Esempio n. 3
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        public LongSwordPlayer(int playerNumber, int xPosition, int yHeight, ComboManager comboManager, ThrowManager throwManager, Gauge healthBar)
            : base(playerNumber, xPosition, yHeight, comboManager, throwManager, healthBar)
        {
            CurrentHealth = 1000;

            MaxHealth     = 1000;
            DisplayShadow = false;

            // D mechanic related moves
            //
            SwordLevel = 1;


            SwordGaugeGains = new Dictionary <String, int>();
            MoveCosts       = new Dictionary <String, int>();

            SwordGaugeGains.Add("aattack", 5);
            SwordGaugeGains.Add("battack", 10);
            SwordGaugeGains.Add("cattack", 15);
            SwordGaugeGains.Add("2aattack", 5);
            SwordGaugeGains.Add("2battack", 10);
            SwordGaugeGains.Add("2cattack", 15);
            SwordGaugeGains.Add("jaattack", 5);
            SwordGaugeGains.Add("jbattack", 10);
            SwordGaugeGains.Add("jcattack", 15);
            // MoveCosts.Add("battack", 10);
            MoveCosts.Add("backfireball", 0);

            MoveCosts.Add("rekka", 0);
            MoveCosts.Add("rekkaB", 0);
            MoveCosts.Add("rekkaC", 0);

            Sprite.BoundingBoxHeight = 288;
            Sprite.BoundingBoxWidth  = 90;

            // Essentially how many rekkas we've done
            //
            rekkaLevel = 1;

            // TODO make these have to be set for every character.
            //
            ThrowRange     = 200;
            BackAirDashVel = 8;
            AirDashVel     = 13;
            BackStepVel    = 13;
            DashVel        = 8;
            BackWalkVel    = 3;
            WalkVel        = 4;
//            projectile = new ProjectileAnimation(texture, X, Y, Width, Height, Frames, columns, frameLength, characterState, timeLength, direction);
        }
Esempio n. 4
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 public Player(int playerNumber, int xPosition, int yHeight, ComboManager comboManager, ThrowManager throwManager, Gauge healthBar)
 {
     sprite              = new SpriteAnimationManager();
     PlayerNumber        = playerNumber;
     Position            = new Vector2(xPosition, Config.Instance.GroundYHeight - yHeight);
     startingPosition    = new Vector2(xPosition, Config.Instance.GroundYHeight - yHeight);
     ComboManager        = comboManager;
     ThrowManager        = throwManager;
     specialInputManager = new SpecialInputManager();
     SoundManager        = new SoundManager();
     ControlSetting      = new ControlSetting();
     InputMoveBuffer     = new InputMoveBuffer();
     IsPhysical          = true;
     HealthBar           = healthBar;
 }
Esempio n. 5
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        public HuntingHornPlayer(int playerNumber, int xPosition, int yHeight, ComboManager comboManager, ThrowManager throwManager, Gauge healthBar)
            : base(playerNumber, xPosition, yHeight, comboManager, throwManager, healthBar)
        {
            CurrentHealth = 1000;
            MaxHealth     = 1000;

            Sprite.BoundingBoxHeight = 288;
            Sprite.BoundingBoxWidth  = 90;

            // TODO make these have to be set for every character.
            //
            ThrowRange     = 200;
            BackAirDashVel = 8;
            AirDashVel     = 13;
            BackStepVel    = 12;
            DashVel        = 11;
            BackWalkVel    = 3;
            WalkVel        = 4;
//            projectile = new ProjectileAnimation(texture, X, Y, Width, Height, Frames, columns, frameLength, characterState, timeLength, direction);
        }
Esempio n. 6
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        public virtual Boolean hitByEnemy(KeyboardState keyState, HitInfo hitInfo, Rectangle collisionZone)
        {
            //Check if blocked or not
            //int hitStun, int blockStun, Hitzone hitzone, float? xVel, float? yVel
            if (!hitInfo.Unblockable && (Sprite.CurrentMoveAnimation.CharacterState != CharacterState.HIT || Sprite.CurrentAnimation.Contains("block")) &&
                !Sprite.CurrentMoveAnimation.IsAttack && isAttackBlocked(keyState, hitInfo.Hitzone))
            {
                if (Sprite.CurrentMoveAnimation.CharacterState == CharacterState.AIRBORNE)
                {
                    Sprite.CurrentAnimation = "airblock";
                }
                else if (Sprite.CurrentMoveAnimation.CharacterState == CharacterState.CROUCHING)
                {
                    Sprite.CurrentAnimation = "crouchblock";
                }
                else
                {
                    Sprite.CurrentAnimation = "block";
                }

                HitAnimation block = (HitAnimation)Sprite.CurrentMoveAnimation;
                Console.WriteLine("DID A BLOCK!");
                block.reset();
                block.HitStunCounter = hitInfo.Blockstun;
                Console.WriteLine(block.HitStunCounter);
                ProjectileManager.createHitparticle(collisionZone, HitType.BLOCK);
                return(false);
            }
            else
            {
                ProjectileManager.createHitparticle(collisionZone, hitInfo.HitType);
                // So many different ways to get hit
                //
                if (Sprite.CurrentMoveAnimation.CharacterState == CharacterState.CROUCHING)
                {
                    Sprite.CurrentAnimation = "crouchhit";
                }
                else if (hitInfo.Hitzone == Hitzone.LOW)
                {
                    Sprite.CurrentAnimation = "lowhit";
                }
                else
                {
                    Sprite.CurrentAnimation = "hit";
                }



                Sprite.CurrentMoveAnimation.CurrentFrame = Sprite.CurrentMoveAnimation.StartFrame;
                CurrentHealth -= ComboManager.calculateProratedDamage(hitInfo);

                if (hitInfo.FreezeOpponent)
                {
                    Sprite.CurrentAnimation = "freeze";
                }
                else
                {
                    // Not sure if this a bad idea memory wise
                    //
                    HitAnimation hit = (HitAnimation)Sprite.CurrentMoveAnimation;
                    hit.HitStunCounter = ComboManager.calculateProratedHitStun(hitInfo);
                    hit.reset();
                    if (CurrentHealth <= 0)
                    {
                        hitInfo = new HitInfo(100, 10, Hitzone.MID);
                        hitInfo.AirXVelocity = 300;
                        hitInfo.AirYVelocity = -100;
                    }
                    if (IsAirborne || hitInfo.ForceAirborne || CurrentHealth <= 0)
                    {
                        untechTime = hitInfo.AirUntechTime;
                        Sprite.CurrentAnimation = "falldown";
                        Position += new Vector2(0, -10);
                        if (hitInfo.AirXVelocity != null && hitInfo.AirYVelocity != null)
                        {
                            if (directionFacing == Direction.Right)
                            {
                                CurrentVelocity = new Vector2((float)-hitInfo.AirXVelocity, (float)hitInfo.AirYVelocity);
                            }
                            else
                            {
                                CurrentVelocity = new Vector2((float)hitInfo.AirXVelocity, (float)hitInfo.AirYVelocity);
                            }
                        }
                    }
                    else
                    {
                        GivePlayerMomentum(5, 4, false);
                        if (hitInfo.IsHardKnockDown)
                        {
                            // Make em HARD DOWN
                            //
                            Sprite.CurrentAnimation = "knockdown";
                        }
                    }
                }

                ComboManager.registerHit(hitInfo);
                return(true);
            }
        }
Esempio n. 7
0
        public void checkHitOnPlayers(Player player1, Player player2, ComboManager comboManager, RoundManager roundManager, KeyboardState Keyboard, GameState gameState)
        {
            for (int i = player1Projectiles.Count - 1; i >= 0; i--)
            {
                Projectile projectile = player1Projectiles[i];
                if (projectile.Hitbox.Intersects(player2.Sprite.Hurtbox))
                {
                    if (projectile.NumOfHits > 0)
                    {
                        Rectangle collisionZone = Rectangle.Intersect(projectile.Hitbox, player2.Sprite.Hurtbox);

                        comboManager.player1LandedHit(player2.CharacterState);
                        Boolean hitEnemy = player2.hitByEnemy(Keyboard, projectile.CurrentProjectile.HitInfo, collisionZone);
                        player1.hitEnemy(hitEnemy);
                        projectile.hitEnemy();
                    }
                    else
                    {
                        if (!projectile.PlayOnce)
                        {
                            player1Projectiles.RemoveAt(i);
                        }
                    }
                    System.Diagnostics.Debug.WriteLine("We have projectile  1 collision at " + projectile.CurrentProjectile.CurrentFrame);
                    if (player2.CurrentHealth <= 0)
                    {
                        roundManager.roundEnd(1);
                        gameState = GameState.ROUNDEND;
                    }
                }
            }

            for (int j = player2Projectiles.Count - 1; j >= 0; j--)
            {
                Projectile projectile = player2Projectiles[j];
                if (projectile.Hitbox.Intersects(player1.Sprite.Hurtbox))
                {
                    if (projectile.NumOfHits > 0)
                    {
                        Rectangle collisionZone = Rectangle.Intersect(projectile.Hitbox, player1.Sprite.Hurtbox);
                        comboManager.player2LandedHit(player1.CharacterState);
                        Boolean hitEnemy = player1.hitByEnemy(Keyboard, projectile.CurrentProjectile.HitInfo, collisionZone);
                        player2.hitEnemy(hitEnemy);
                        projectile.hitEnemy();
                    }
                    else
                    {
                        if (!projectile.PlayOnce)
                        {
                            player2Projectiles.RemoveAt(j);
                        }
                    }
                    System.Diagnostics.Debug.WriteLine("We have projectile collision at " + projectile.CurrentProjectile.CurrentFrame);
                    if (player1.CurrentHealth <= 0)
                    {
                        roundManager.roundEnd(2);
                        gameState = GameState.ROUNDEND;
                    }
                }
            }
        }
Esempio n. 8
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            cam    = new Camera2d(Config.Instance.GameWidth, Config.Instance.ScreenWidth, Config.Instance.GameHeight, Config.Instance.ScreenHeight);
            layers = new List <Layer>
            {
                new Layer(cam)
                {
                    Parallax = new Vector2(0.2f, 1.0f)
                },
                new Layer(cam)
                {
                    Parallax = new Vector2(0.3f, 1.0f)
                },
                new Layer(cam)
                {
                    Parallax = new Vector2(0.4f, 1.0f)
                },
                new Layer(cam)
                {
                    Parallax = new Vector2(0.8f, 1.0f)
                },
                new Layer(cam)
                {
                    Parallax = new Vector2(1.0f, 1.0f)
                },
                new Layer(cam)
                {
                    Parallax = new Vector2(1.0f, 1.0f)
                }
            };

            Texture2D test = Content.Load <Texture2D>("new_groundplane");

            layers[0].Sprites.Add(new BackgroundObject {
                texture = Content.Load <Texture2D>("background"), mainFrame = new Rectangle(-100, 0, 2200, Config.Instance.GameHeight)
            });
            layers[1].Sprites.Add(new BackgroundObject {
                texture = Content.Load <Texture2D>(@"main_castle"), mainFrame = new Rectangle(-100, 275, 2200, Config.Instance.GameHeight - 300)
            });
            layers[2].Sprites.Add(new BackgroundObject {
                texture = Content.Load <Texture2D>(@"midground"), mainFrame = new Rectangle(-100, 100, 2200, Config.Instance.GameHeight)
            });
            //layers[3].Sprites.Add(new BackgroundObject { texture = Content.Load<Texture2D>(@"foreground"), mainFrame = new Rectangle(-100, 0, 2200, Config.Instance.GameHeight) });
            layers[4].Sprites.Add(new BackgroundObject {
                texture = Content.Load <Texture2D>(@"new_groundplane"), mainFrame = new Rectangle(500, 0, 2200, Config.Instance.GameHeight)
            });
            //cam.Pos = new Vector2(Config.Instance.GameWidth/2, 360.0f);
            mainFrame = new Rectangle(-150, -450, 2200, Config.Instance.GameHeight);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            spriteFont   = Content.Load <SpriteFont>("slant");
            ingameFont   = Content.Load <SpriteFont>("arvil");
            comboManager = new ComboManager(ingameFont);

            BGMManager bgmManager = new BGMManager(Content);

            projectileManager = new ProjectileManager(Content);
            throwManager      = new OneButtonThrowManager();
            superManager      = new BasicSuperManager(cam);
            //background = Content.Load<Texture2D>("background");
            //background2 = Content.Load<Texture2D>("main_castle");

            menuBg = Content.Load <Texture2D>("bg2");

            victoryDots = Content.Load <Texture2D>("winDots");

            dummyTexture = new Texture2D(GraphicsDevice, 1, 1);

            dummyTexture.SetData(new Color[] { Color.White });


            testHitbox = new Rectangle(100, 100, 100, 100);

            testHitInfo = new HitInfo(3, 20, Hitzone.HIGH);
            testHitInfo.IsHardKnockDown = true;
            testHitInfo.AirUntechTime   = 8000;
            testHitInfo.AirXVelocity    = 80;
            testHitInfo.AirYVelocity    = 2;

            effect = Content.Load <SoundEffect>("hit_3");
            hit2   = Content.Load <SoundEffect>("hit_4");
            slash  = Content.Load <SoundEffect>("stab_1");
            slash2 = Content.Load <SoundEffect>("stab_2");
            strum  = Content.Load <SoundEffect>("strum_1");

            //MediaPlayer.Play(bgmManager.getRandomBGM());
            //MediaPlayer.Volume = 0.4f;

            player1Controls.setControl("down", Keys.Down);
            player1Controls.setControl("right", Keys.Right);
            player1Controls.setControl("left", Keys.Left);
            player1Controls.setControl("up", Keys.Up);
            player1Controls.setControl("a", Keys.A);
            player1Controls.setControl("b", Keys.S);
            player1Controls.setControl("c", Keys.D);
            player1Controls.setControl("d", Keys.Z);
            player1Controls.setControl("start", Keys.Enter);

            player2Controls.setControl("down", Keys.K);
            player2Controls.setControl("right", Keys.L);
            player2Controls.setControl("left", Keys.J);
            player2Controls.setControl("up", Keys.I);
            player2Controls.setControl("a", Keys.F);
            player2Controls.setControl("b", Keys.G);
            player2Controls.setControl("c", Keys.H);
            player2Controls.setControl("d", Keys.V);
            player2Controls.setControl("start", Keys.End);

            characterSelection = new CharacterSelectList(Content);
            gameState          = GameState.MAINMENU;
            player1CharacterId = "LongSword";

            player2CharacterId = "HuntingHorn";

            pauseMenu = new PauseMenu(spriteFont);

            pressStart = Content.Load <Texture2D>("press_start");
            mainMenu   = new MainMenu(spriteFont, pressStart);

            titleScreen   = Content.Load <Texture2D>("Rising_Force_Title");
            loadingScreen = Content.Load <Texture2D>("VS_Screen");
            demoEndScreen = Content.Load <Texture2D>("thank_you");

            player1NamePlate = Content.Load <Texture2D>("Liara_game_text");
            player2NamePlate = Content.Load <Texture2D>("Aydin_game_text");
        }