public BattleAnimationScreen(ConquestMap Map, UnitConquest ActiveUnit, UnitConquest EnemyUnit, string ActiveTerrain, bool HorizontalMirror, AnimationScreen ActiveUnitAnimation, AnimationScreen EnemyUnitAnimation) : this(Map, ActiveUnit, EnemyUnit, 2, 2, ActiveTerrain, HorizontalMirror) { this.ActiveUnitAnimation = ActiveUnitAnimation; this.EnemyUnitAnimation = EnemyUnitAnimation; }
public MapLayer(ConquestMap Map, List <AnimationBackground> ListBackgrounds, List <AnimationBackground> ListForegrounds, BinaryReader BR) { this.Map = Map; ListSubLayer = new List <SubMapLayer>(); StartupDelay = BR.ReadInt32(); ToggleDelayOn = BR.ReadInt32(); ToggleDelayOff = BR.ReadInt32(); Depth = BR.ReadSingle(); if (StartupDelay == 0) { IsVisible = true; ToggleTimer = ToggleDelayOn; } else { IsVisible = false; ToggleTimer = StartupDelay; } ArrayTerrain = new TerrainConquest[Map.MapSize.X, Map.MapSize.Y]; for (int Y = 0; Y < Map.MapSize.Y; Y++) { for (int X = 0; X < Map.MapSize.X; X++) { ArrayTerrain[X, Y] = new TerrainConquest(BR, X, Y); } } LayerGrid = new ConquestMap2D(Map, ListBackgrounds, ListForegrounds, new FogOfWarGridOverlay(Map), BR); }
public ActionPanelAttack(ConquestMap Map, UnitConquest ActiveUnit, List <Tuple <int, int> > ListSquadFound, int AttackIndex) : base("Attack", Map) { this.ActiveUnit = ActiveUnit; this.ListSquadFound = ListSquadFound; this.AttackIndex = AttackIndex; }
public ActionPanelAIMoveCursor(ConquestMap Map, int ActivePlayerIndex, int ActiveUnitIndex) : base(PanelName, Map) { this.ActivePlayerIndex = ActivePlayerIndex; this.ActiveUnitIndex = ActiveUnitIndex; ActiveUnit = Map.ListPlayer[ActivePlayerIndex].ListUnit[ActiveUnitIndex]; }
public ActionPanelPlayerUnitSelected(ConquestMap Map, int ActivePlayerIndex, int ActiveUnitIndex) : base(PanelName, Map) { this.ActivePlayerIndex = ActivePlayerIndex; this.ActiveUnitIndex = ActiveUnitIndex; ActiveUnit = Map.ListPlayer[ActivePlayerIndex].ListUnit[ActiveUnitIndex]; }
public FogOfWarGridOverlay(ConquestMap Map) { this.Map = Map; FogOfWarMap = new FogOfWarTile[Map.MapSize.X, Map.MapSize.Y]; FogOfWarIntensityFinder = new MovementAlgorithmFogOfWar(FogOfWarMap); for (int X = FogOfWarMap.GetLength(0) - 1; X >= 0; --X) { for (int Y = FogOfWarMap.GetLength(1) - 1; Y >= 0; --Y) { FogOfWarMap[X, Y] = new FogOfWarTile(X, Y); } } }
public BattleAnimationScreen(ConquestMap Map, UnitConquest ActiveUnit, UnitConquest EnemyUnit, int DamageTakenSelf, int DamageTakenEnemy, string ActiveTerrain, bool HorizontalMirror) : base() { this.Map = Map; this.ActiveUnit = ActiveUnit; this.EnemyUnit = EnemyUnit; this.DamageTakenSelf = DamageTakenSelf; this.DamageTakenEnemy = DamageTakenEnemy; this.ActiveTerrain = ActiveTerrain; this.HorizontalMirror = HorizontalMirror; RequireFocus = true; RequireDrawFocus = true; IsOnTop = false; }
public ConquestMap2D(ConquestMap Map, List <AnimationBackground> ListBackgrounds, List <AnimationBackground> ListForegrounds, BattleMapOverlay MapOverlay) : base(Map, ListBackgrounds, ListForegrounds, MapOverlay) { ActiveMap = Map; DrawableTile[,] ArrayTile = new DrawableTile[MapSize.X, MapSize.Y]; for (int X = MapSize.X - 1; X >= 0; --X) { for (int Y = MapSize.Y - 1; Y >= 0; --Y) { ArrayTile[X, Y] = new DrawableTile(new Rectangle(0, 0, ActiveMap.TileSize.X, ActiveMap.TileSize.Y), 0); } } ReplaceGrid(ArrayTile); }
public ConquestMap2D(ConquestMap Map) : base(Map) { ActiveMap = Map; DrawableTile[,] ArrayTile = new DrawableTile[MapSize.X, MapSize.Y]; for (int X = MapSize.X - 1; X >= 0; --X) { for (int Y = MapSize.Y - 1; Y >= 0; --Y) { ArrayTile[X, Y] = new DrawableTile(new Rectangle(0, 0, ActiveMap.TileSize.X, ActiveMap.TileSize.Y), 0); } } ReplaceGrid(ArrayTile); }
public ActionPanelConquest(string Name, ConquestMap Map, bool CanCancel = true) : base(Name, Map.ListActionMenuChoice, CanCancel) { this.Map = Map; MenuX = (int)(Map.CursorPosition.X + 1 - Map.CameraPosition.X) * Map.TileSize.X; MenuY = (int)(Map.CursorPosition.Y - Map.CameraPosition.Y) * Map.TileSize.Y; if (MenuX + MinActionMenuWidth >= Constants.Width) { MenuX = Constants.Width - MinActionMenuWidth; } int MenuHeight = ListNextChoice.Count * PannelHeight + 6 * 2; if (MenuY + MenuHeight >= Constants.Height) { MenuY = Constants.Height - MenuHeight; } }
public MapLayer(ConquestMap Map, List <AnimationBackground> ListBackgrounds, List <AnimationBackground> ListForegrounds) { this.Map = Map; ListSubLayer = new List <SubMapLayer>(); ToggleTimer = StartupDelay; IsVisible = StartupDelay > 0; //Tiles ArrayTerrain = new TerrainConquest[Map.MapSize.X, Map.MapSize.Y]; for (int Y = 0; Y < Map.MapSize.Y; Y++) { for (int X = 0; X < Map.MapSize.X; X++) { ArrayTerrain[X, Y] = new TerrainConquest(X, Y); } } LayerGrid = new ConquestMap2D(Map, ListBackgrounds, ListForegrounds, new FogOfWarGridOverlay(Map)); }
public ScriptSpawnUnitConquest(ConquestMap Map) : base(Map, 140, 70, "Spawn Conquest Unit", new string[] { "Spawn" }, new string[] { "Timer Ended", "Animation Ended", "SFX Ended" }) { _EndingValue = 1; _TimerType = TimerTypes.Seconds; IsEnded = false; IsTimerEnded = false; _UnitToSpawn = string.Empty; _UnitToSpawnID = 0; _SpawnPosition = new Microsoft.Xna.Framework.Vector3(); _SpawnPlayer = 0; _AnimationPath = ""; _AnimationSpeed = 0.5f; _SFXPath = ""; _AIPath = ""; }
public MapLayer(ConquestMap Map) { this.Map = Map; ListSubLayer = new List <SubMapLayer>(); ToggleTimer = StartupDelay; IsVisible = StartupDelay > 0; //Tiles ArrayTerrain = new TerrainConquest[Map.MapSize.X, Map.MapSize.Y]; for (int Y = 0; Y < Map.MapSize.Y; Y++) { for (int X = 0; X < Map.MapSize.X; X++) { ArrayTerrain[X, Y] = new TerrainConquest(X, Y); } } LayerGrid = new ConquestMap2D(Map); }
public ActionPanelAIDefault(ConquestMap Map) : base(PanelName, Map) { }
public ActionPanelPlayerDefault(ConquestMap Map) : base("Player Default", Map) { }
public ActionPanelMainMenuSave(ConquestMap Map) : base("Save", Map) { }
public ActionPanelAIMoveCursor(ConquestMap Map, UnitConquest ActiveUnit) : base("AIMoveCursor", Map) { this.ActiveUnit = ActiveUnit; }
public ActionPanelAIAttack(ConquestMap Map, UnitConquest ActiveUnit) : base("AIAttack", Map) { this.ActiveUnit = ActiveUnit; }
public ActionPanelAIMoveCursor(ConquestMap Map) : base(PanelName, Map) { }
public ActionPanelPhaseEnd(ConquestMap Map, bool SendToHost) : base("PhaseEnd", Map) { PhaseTime = 120; this.SendToHost = SendToHost; }
public ActionPanelWait(ConquestMap Map, UnitConquest ActiveUnit) : base("Wait", Map) { this.ActiveUnit = ActiveUnit; }
public ActionPanelPlayerMainMenu(ConquestMap Map) : base("Player Unit Main Menu", Map) { }
public ActionPanelMainMenuOptions(ConquestMap Map) : base("Options", Map) { }
public ActionPanelAIDefault(ConquestMap Map) : base("AI Default", Map) { }
public ActionPanelMainMenuEnd(ConquestMap Map) : base("End", Map) { }
public ActionPanelPlayerUnitSelected(ConquestMap Map, UnitConquest ActiveUnit) : base("Player Unit Selected", Map) { this.ActiveUnit = ActiveUnit; }
public ActionPanelPlayerBuildingUnitSelected(ConquestMap Map) : base("Player Building Selected", Map) { }
public ActionPanelMoveUnit(ConquestMap Map, UnitConquest ActiveUnit) : base("Player Move Unit", Map) { this.ActiveUnit = ActiveUnit; }
public ActionPanelPlayerEnemyUnitSelected(ConquestMap Map) : base("Player Enemy Unit Selected", Map) { }
public ActionPanelMainMenuPower(ConquestMap Map) : base("Power", Map) { }