public Pathfinder(PlaygroundScene map) { levelWidth = map.Width; levelHeight = map.Height; InitializeSearchNodes(map); }
public Pathfinder(PlaygroundScene map) { levelWidth = map.Width; levelHeight = map.Height; InitializeSearchNodes(map); }
public SpriteManager(ContentManager cm, GraphicsDevice gd, SpriteBatch sb, int [,] md) { contentManager = cm; graphicsDevice = gd; spriteBatch = sb; movedata = md; ======= PlaygroundScene scene = new PlaygroundScene(); Human player; ComputerAI enemy;
protected override void Initialize() { graphics.PreferredBackBufferWidth = 240 * 3; graphics.ApplyChanges(); scenemanager = new SceneManager(Content, graphics.GraphicsDevice); //scenemanager.addScene(new PlaygroundScene(0,0,320,480,Content, graphics.GraphicsDevice)); string[] menuText = { "New Game", "Continue", "Settings", "End Game" }; Scene[] menuDest = new Scene[1]; menuDest[0] = new PlaygroundScene(0, 0, 320, 480, Content, graphics.GraphicsDevice, scenemanager); scenemanager.addScene(new MainMenu(0, 0, 320, 480, Content, graphics.GraphicsDevice, scenemanager, menuText, menuDest)); //add Menu screen here }
protected override void Initialize() { graphics.PreferredBackBufferWidth = 240 * 3; graphics.ApplyChanges(); scenemanager = new SceneManager(Content, graphics.GraphicsDevice); //scenemanager.addScene(new PlaygroundScene(0,0,320,480,Content, graphics.GraphicsDevice)); string[] menuText = {"New Game","Continue","Settings","End Game"}; Scene[] menuDest = new Scene[1]; menuDest[0] = new PlaygroundScene(0,0,320,480,Content, graphics.GraphicsDevice,scenemanager); scenemanager.addScene(new MainMenu(0, 0, 320, 480, Content, graphics.GraphicsDevice,scenemanager,menuText,menuDest)); //add Menu screen here }
protected override void Initialize() { spritebatch = new SpriteBatch(GraphicsDevice); graphics.PreferredBackBufferWidth = 240 * 3; graphics.ApplyChanges(); scenemanager = new SceneManager(Content, graphics.GraphicsDevice); //scenemanager.addScene(new PlaygroundScene(0,0,320,480,Content, graphics.GraphicsDevice)); string[] menuText = { "New Game", "Continue", "Settings", "End Game" }; Scene[] menuDest = new Scene[1]; menuDest[0] = new PlaygroundScene(0, 0, 320, 480, Content, graphics.GraphicsDevice, scenemanager); scenemanager.addScene(new MainMenu(0, 0, 320, 480, Content, graphics.GraphicsDevice, scenemanager, menuText, menuDest)); //add Menu screen here player = new VideoPlayer(); video = Content.Load<Video>("Video/Intro"); //player.Play(video); }
protected override void Initialize() { spritebatch = new SpriteBatch(GraphicsDevice); graphics.PreferredBackBufferWidth = 240 * 3; graphics.ApplyChanges(); scenemanager = new SceneManager(Content, graphics.GraphicsDevice); //scenemanager.addScene(new PlaygroundScene(0,0,320,480,Content, graphics.GraphicsDevice)); string[] menuText = { "New Game", "Continue", "Settings", "End Game" }; Scene[] menuDest = new Scene[1]; menuDest[0] = new PlaygroundScene(0, 0, 320, 480, Content, graphics.GraphicsDevice, scenemanager); scenemanager.addScene(new MainMenu(0, 0, 320, 480, Content, graphics.GraphicsDevice, scenemanager, menuText, menuDest)); //add Menu screen here player = new VideoPlayer(); video = Content.Load <Video>("Video/Intro"); //player.Play(video); }
// Splits our level up into a grid of nodes. private void InitializeSearchNodes(PlaygroundScene map) { searchNodes = new SearchNode[levelWidth, levelHeight]; // creates a search node for each of the tiles in our map for (int x = 0; x < levelWidth; x++) { for (int y = 0; y < levelHeight; y++) { //Create a search node to represent this tile. SearchNode node = new SearchNode(); node.Position = new Point(x, y); // Player can only walk on grass tiles. //node.Walkable = map.movedata[y, x] == 0; node.Walkable = map.GetIndex(x, y) == 0; // only store nodes that can be walked on. if (node.Walkable == true) { node.Neighbors = new SearchNode[4]; searchNodes[x, y] = node; } } } // for each of the search nodes connects it to each of its neighbours. for (int x = 0; x < levelWidth; x++) { for (int y = 0; y < levelHeight; y++) { SearchNode node = searchNodes[x, y]; //only want to look at the nodes that are walkable if (node == null || node.Walkable == false) { continue; } // An array of all of the possible neighbors this node could have. Point[] neighbors = new Point[] { new Point (x, y - 1), // The node above the current node new Point (x, y + 1), // The node below the current node. new Point (x - 1, y), // The node left of the current node. new Point (x + 1, y), // The node right of the current node }; // loop through each of the possible neighbors for (int i = 0; i < neighbors.Length; i++) { Point position = neighbors[i]; // Check if neighbor is part of the level. if (position.X < 0 || position.X > levelWidth - 1 || position.Y < 0 || position.Y > levelHeight - 1) { continue; } SearchNode neighbor = searchNodes[position.X, position.Y]; // Keeps a reference to the nodes that can be walked on. if (neighbor == null || neighbor.Walkable == false) { continue; } // Store a reference to the neighbor. node.Neighbors[i] = neighbor; } } } }
// Splits our level up into a grid of nodes. private void InitializeSearchNodes(PlaygroundScene map) { searchNodes = new SearchNode[levelWidth, levelHeight]; // creates a search node for each of the tiles in our map for (int x = 0; x < levelWidth; x++) { for (int y = 0; y < levelHeight; y++) { //Create a search node to represent this tile. SearchNode node = new SearchNode(); node.Position = new Point(x, y); // Player can only walk on grass tiles. node.Walkable = map.GetIndex(x, y) == 0; // only store nodes that can be walked on. if (node.Walkable == true) { node.Neighbors = new SearchNode[4]; searchNodes[x, y] = node; } } } // for each of the search nodes connects it to each of its neighbours. for (int x = 0; x < levelWidth; x++) { for (int y = 0; y < levelHeight; y++) { SearchNode node = searchNodes[x, y]; //only want to look at the nodes that are walkable if (node == null || node.Walkable == false) { continue; } // An array of all of the possible neighbors this node could have. Point[] neighbors = new Point[] { new Point(x, y - 1), // The node above the current node new Point(x, y + 1), // The node below the current node. new Point(x - 1, y), // The node left of the current node. new Point(x + 1, y), // The node right of the current node }; // loop through each of the possible neighbors for (int i = 0; i < neighbors.Length; i++) { Point position = neighbors[i]; // Check if neighbor is part of the level. if (position.X < 0 || position.X > levelWidth - 1 || position.Y < 0 || position.Y > levelHeight - 1) { continue; } SearchNode neighbor = searchNodes[position.X, position.Y]; // Keeps a reference to the nodes that can be walked on. if (neighbor == null || neighbor.Walkable == false) { continue; } // Store a reference to the neighbor. node.Neighbors[i] = neighbor; } } } }