/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here if (STARTPLAY) { state = GameState.RUNNING; playstate = PlayState.WORLD; } else { state = GameState.EDIT; } eventqueue = new Queue<Event>(); quests = new Dictionary<String, Quest>(); quests.Add(Quests.DRAGONQUEST.getQuestID(), Quests.DRAGONQUEST); playedendsound = false; texmap = new Dictionary<String, Texture2D>(); maps = new Dictionary<String, TileMap>(); lastmonstermove = 0; lastplayermove = 0; inaddevent = false; buttonFont = Content.Load<SpriteFont>("buttonFont"); buttonImage = Content.Load<Texture2D>("Tiles/button"); //PlayerBase war = p.getNewPlayer("WARRIOR"); Player[] playerList = new Player[] { new Player(Player.WARRIOR, Sprite.WARRIOR, "Baethor", 10) }; party = new Party(playerList); base.Initialize(); }
public BattleSequence(Party party, Enemy[] enemies, SpriteFont displayTextFont, TileMap battleMap, int xRet, int yRet, String retMap) { this.playerec = new BattleEntity[] { new BattleEntity(new Rectangle(366, 207, 32, 32), Game1.playerLeftFace, Game1.playerLeftFaceHit) }; this.enemyrec = new BattleEntity[] { new BattleEntity(new Rectangle(111, 207, 32, 32), Game1.enemy1RightFace, Game1.enemy1RightFaceHit) }; this.party = party; this.enemies = enemies; this.combatLog = new List<String>(); this.combatLogFont = displayTextFont; this.currentActions = new Queue<BattleAction>(); this.continueCombat = true; this.partyDead = false; this.enemiesDead= false; this.isWaiting = false; this.xRet = Convert.ToString(xRet); this.yRet = Convert.ToString(yRet); this.retMap = retMap; this.projectiles = new Queue<Projectile>(); state = BattleStageType.ACTION; drawplayerhpattime = Int32.MaxValue; }