Esempio n. 1
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        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            DebugTextures.LoadTextures(GraphicsDevice);

            Text.defaultFont = Content.Load <SpriteFont>("fonts\\npc1");
            Text.guiFont     = Content.Load <SpriteFont>("fonts\\gui");

            Cell.CreateGrid(new Point(-3200, -3200), 500, 500);

            Dialogue.InitializeDialogueSystem(graphics.GraphicsDevice.Viewport);

            map = new Map();

            screenCenter = new Vector2(gameWidth / 2f, gameHeight / 2f);

            character = new Character();

            map.npcs.Add(new NPC(new Vector2(100, -100), DebugTextures.GenerateRectangle(16, 32, Color.Yellow), "Hello world!!", "Great to see you decided to play this game!!"));
            map.npcs.Add(new NPC(new Vector2(150, 10), DebugTextures.GenerateRectangle(16, 32, Color.Yellow), "Hello, my name is tommy! I used to live in peace", "watering me plants in me garden everyday, until the unpredictable struck"));
            map.enemies.Add(new PeasantSoldier(50f, 0.005f, 200f, 300f, 100, screenCenter, DebugTextures.GenerateRectangle(16, 16, Color.DarkGray), character));
            map.enemies.Add(new PeasantSoldier(86, 0.004f, 200f, 300f, 100, new Vector2(53, 3466), DebugTextures.GenerateRectangle(16, 16, Color.GreenYellow), character));
            map.enemies.Add(new PeasantSoldier(70f, 0.004f, 200f, 300f, 100, new Vector2(62, 23), DebugTextures.GenerateRectangle(16, 16, Color.DarkRed), character));
            map.enemies.Add(new PeasantSoldier(69f, 0.004f, 200f, 300f, 100, new Vector2(97, 2), DebugTextures.GenerateRectangle(16, 16, Color.Red), character));
            map.enemies.Add(new PeasantSoldier(82f, 0.004f, 200f, 300f, 100, new Vector2(64, 0), DebugTextures.GenerateRectangle(16, 16, Color.Yellow), character));
            map.enemies.Add(new PeasantSoldier(56f, 0.004f, 200f, 300f, 100, new Vector2(2, 49), DebugTextures.GenerateRectangle(16, 16, Color.Blue), character));

            Vector2 pos = Cell.SnapToGrid(Vector2.One * 40);

            map.objects.Add(new Wall(pos, 64, 64, true));

            Raycast.RayCastTest();
        }
Esempio n. 2
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        public Character()
        {
            isInteracting = false;
            position      = new Vector2(200, 200);

            gun = new Gun(10f, 10f, true, position, new Bullet(7.5f, BulletType.Normal), "character");

            sprite = DebugTextures.GenerateRectangle(16, 32, Color.PaleVioletRed);

            A = Vector2.Zero;                             // top left
            B = new Vector2(sprite.Width, 0);             // top right
            C = new Vector2(0, sprite.Width);             // bottom left
            D = new Vector2(sprite.Width, sprite.Height); // bottom right

            origin = new Vector2(sprite.Width / 2f, sprite.Height / 2f);

            camera = new Camera(new Vector2(0, 0), -500, 500, -500, 500);

            health = maxHealth;

            gui = new Gui(maxHealth);

            prevKeyState   = Keyboard.GetState();
            prevMouseState = Mouse.GetState();

            collider = new Collider(position, sprite.Width, sprite.Height, "character", this);
            Game1.instance.map.colliders.Add(collider);

            cell = Cell.GetCell(position);
            cell.colliders.Add(collider);
        }
Esempio n. 3
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 public static void InitializeDialogueSystem(Viewport viewport)
 {
     //dialogueBox = Game1.content.Load<Texture2D>("textures\\ui\\dialogue_box");
     dialogueBox         = DebugTextures.GenerateRectangle(200, 50, new Color(new Vector4(0.15686274509803921568627450980392f, 0.15686274509803921568627450980392f, 0.15686274509803921568627450980392f, 1f)));
     DialogueBoxPosition = new Vector2(-dialogueBox.Width / 2, Game1.gameHeight / 4);
     DialoguePosition    = DialogueBoxPosition * Game1.resolutionScale + new Vector2(viewport.Width, viewport.Height) / 2 + new Vector2(15, 25); //Game1.instance.resolutionScale;
 }
Esempio n. 4
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        public Bar(int width, int height, Color color1, Color color2, Color backgroundColor, int borderThickness = 0, float startValue = 0f)
        {
            Value = startValue;

            this.color1 = color1;
            this.color2 = color2;

            this.width  = width;
            this.height = height;

            progress = DebugTextures.GenerateRectangle(width, height, Color.White);

            if (borderThickness > 0)
            {
                border = DebugTextures.GenerateHollowRectangele(width, height, borderThickness, Color.Black);
                origin = new Vector2(border.Width / 2f, border.Height / 2f);
            }

            if (backgroundColor != Color.Transparent)
            {
                this.backgroundColor = backgroundColor;
                background           = DebugTextures.GenerateRectangle(progress.Width, progress.Height, Color.White);
                transparent          = false;
            }
            else
            {
                transparent = true;
            }

            if (color2 == null)
            {
                color2 = color1;
            }
        }
Esempio n. 5
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 public HealthBar()
 {
     Value    = 1f;
     sprite   = DebugTextures.GenerateHollowRectangele(10, 5, 1, Color.Black);
     progress = DebugTextures.GenerateRectangle(10, 5, Color.White);
     origin   = new Vector2(sprite.Width / 2f, sprite.Height / 2f);
 }
Esempio n. 6
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        public void DrawDebug(SpriteBatch batch)
        {
            if (debugSprite != null)
            {
                batch.Draw(debugSprite, position, null, Color.White, 0f, debugOrigin, 1f, SpriteEffects.None, 0f); // fiiix mee
            }
            Texture2D tx = DebugTextures.GenerateRectangle(10, 10, Color.White);

            batch.Draw(tx, position, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); // fiiix mee
        }
Esempio n. 7
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        public void Initialize(Vector2 position, float rotation, Vector2 forwardDirection)
        {
            sprite = DebugTextures.GenerateRectangle(8, 3, Color.Black);
            origin = new Vector2(sprite.Width / 2f, sprite.Height / 2f);

            this.position = position;
            this.rotation = rotation + MathHelper.PiOver2;

            this.forwardDirection = forwardDirection;
        }
Esempio n. 8
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        public SceneObject(int width, int height, bool stationary)
        {
            this.width      = width;
            this.height     = height;
            this.stationary = stationary;
            collider        = new Collider(position, width, height, "sceneobject", this);

            Game1.instance.map.colliders.Add(collider);

            sprite = DebugTextures.GenerateRectangle(width, height, Color.PowderBlue);
            origin = new Vector2(width / 2f, height / 2f);

            cell = Cell.GetCell(position);
            cell.colliders.Add(collider);
        }
Esempio n. 9
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        public Gun(float damage, float fireRate, bool autoFire, Vector2 position, Bullet bullet, params string[] avoid)
        {
            this.damage   = damage;
            this.fireRate = fireRate;
            this.autoFire = autoFire;
            this.position = position;
            this.bullet   = bullet;
            this.avoid    = avoid;

            //sprite = Game1.content.Load<Texture2D>("textures\\laser_pistol");
            sprite = DebugTextures.GenerateRectangle(5, 10, Color.DarkGreen);
            origin = new Vector2(sprite.Width / 2f, sprite.Height / 2f);

            bullets = new List <Bullet>();

            prevMouseState = Mouse.GetState();
        }
Esempio n. 10
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 public static void RayCastTest()
 {
     sprite = DebugTextures.GenerateRectangle(4, 4, Color.White);
     origin = new Vector2(sprite.Width / 2f, sprite.Height / 2f);
 }
Esempio n. 11
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 public static Button Debug(string text, int width, int height, Color color, onPressed onPressed)
 {
     return(new Button(latestButtonPosition + new Vector2(width * 1.5f, 0), text, false, DebugTextures.GenerateRectangle(width, height, color), GUI.defaultFont, onPressed));
 }