コード例 #1
0
ファイル: FightEngine.cs プロジェクト: terrynoya/xnamugen-1
        public FightEngine(SubSystems subsystems)
            : base(subsystems)
        {
            var textfile    = GetSubSystem <IO.FileSystem>().OpenTextFile(@"data/fight.def");
            var filesection = textfile.GetSection("Files");
            var basepath    = GetSubSystem <IO.FileSystem>().GetDirectory(textfile.Filepath);

            Entities         = new EntityCollection(this);
            Pause            = new Pause(this, false);
            SuperPause       = new Pause(this, true);
            Assertions       = new EngineAssertions();
            Camera           = new Camera(this);
            EnvironmentColor = new EnvironmentColor(this);
            EnvironmentShake = new EnvironmentShake(this);
            Speed            = GameSpeed.Normal;
            Fonts            = BuildFontMap(filesection);
            FightSounds      = GetSubSystem <Audio.SoundSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <string>("snd")));
            CommonSounds     = GetSubSystem <Audio.SoundSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <string>("common.snd")));
            FightSprites     = GetSubSystem <Drawing.SpriteSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <string>("sff")));
            FxSprites        = GetSubSystem <Drawing.SpriteSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <string>("fightfx.sff")));
            FightAnimations  = GetSubSystem <Animations.AnimationSystem>().CreateManager(textfile.Filepath);
            FxAnimations     = GetSubSystem <Animations.AnimationSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <string>("fightfx.air")));
            Elements         = new Elements.Collection(FightSprites, FightAnimations, FightSounds, Fonts);
            RoundInformation = new RoundInformation(this, textfile);
            Team1            = new Team(this, TeamSide.Left);
            Team2            = new Team(this, TeamSide.Right);
            m_combatcheck    = new CombatChecker(this);
            m_logic          = new Logic.PreIntro(this);
            Clock            = new Clock(this);
        }
コード例 #2
0
ファイル: SelectData.cs プロジェクト: lodossDev/xnamugen
        public SelectData(SelectScreen selectscreen, Input.ButtonMap buttonmap, TextSection textsection, String prefix, Boolean moveoverempty)
        {
            if (selectscreen == null) throw new ArgumentNullException("selectscreen");
            if (buttonmap == null) throw new ArgumentNullException("buttonmap");
            if (textsection == null) throw new ArgumentNullException("textsection");
            if (prefix == null) throw new ArgumentNullException("prefix");

            m_selectscreen = selectscreen;
            m_buttonmap = buttonmap;
            m_moveoverempty = moveoverempty;

            m_elements = new Elements.Collection(SelectScreen.SpriteManager, SelectScreen.AnimationManager, SelectScreen.SoundManager, SelectScreen.MenuSystem.FontMap);
            m_elements.Build("cursor.active", textsection, prefix + ".cursor.active");
            m_elements.Build("cursor.done", textsection, prefix + ".cursor.done");
            m_elements.Build("cursor.move", textsection, prefix + ".cursor.move");
            m_elements.Build("random.move", textsection, prefix + ".random.move");
            m_elements.Build("player.face", textsection, prefix + ".face");
            m_elements.Build("player.name", textsection, prefix + ".name");

            m_startcell = textsection.GetAttribute<Point>(prefix + ".cursor.startcell");

            // X & Y seem to be reversed for this
            m_startcell = new Point(m_startcell.Y, m_startcell.X);

            Reset();
        }
コード例 #3
0
        public SelectScreen(MenuSystem screensystem, TextSection textsection, String spritepath, String animationpath, String soundpath)
            : base(screensystem, textsection, spritepath, animationpath, soundpath)
        {
            m_selectmap     = new Dictionary <Point, PlayerSelect>();
            m_selectmovemap = new Dictionary <Point, PlayerSelect>();

            m_gridsize   = new Point();
            m_gridsize.X = textsection.GetAttribute <Int32>("columns");
            m_gridsize.Y = textsection.GetAttribute <Int32>("rows");

            m_wrapping           = textsection.GetAttribute <Boolean>("wrapping");
            m_showemptyboxes     = textsection.GetAttribute <Boolean>("showEmptyBoxes");
            m_moveoveremptyboxes = textsection.GetAttribute <Boolean>("moveOverEmptyBoxes");
            m_gridposition       = textsection.GetAttribute <Point>("pos");
            m_cellsize           = textsection.GetAttribute <Point>("cell.size");
            m_cellspacing        = textsection.GetAttribute <Int32>("cell.spacing");

            m_elements = new Elements.Collection(SpriteManager, AnimationManager, SoundManager, MenuSystem.FontMap);
            m_elements.Build(textsection, "cell.bg");
            m_elements.Build(textsection, "cell.random");

            m_cursorblinking      = textsection.GetAttribute <Boolean>("p2.cursor.blink");
            m_soundcancel         = textsection.GetAttribute <SoundId>("cancel.snd");
            m_titlelocation       = textsection.GetAttribute <Point>("title.offset");
            m_titlefont           = textsection.GetAttribute <PrintData>("title.font");
            m_stageposition       = textsection.GetAttribute <Point>("stage.pos");
            m_soundstagemove      = textsection.GetAttribute <SoundId>("stage.move.snd");
            m_soundstageselect    = textsection.GetAttribute <SoundId>("stage.done.snd");
            m_stagefont1          = textsection.GetAttribute <PrintData>("stage.active.font");
            m_stagefont2          = textsection.GetAttribute <PrintData>("stage.active2.font");
            m_stagedonefont       = textsection.GetAttribute <PrintData>("stage.done.font");
            m_randomswitchtime    = textsection.GetAttribute <Int32>("cell.random.switchtime", 5);
            m_p1info              = new SelectData(this, MenuSystem.GetSubSystem <Input.InputSystem>().CurrentInput[1], textsection, "p1", m_moveoveremptyboxes);
            m_p2info              = new SelectData(this, MenuSystem.GetSubSystem <Input.InputSystem>().CurrentInput[2], textsection, "p2", m_moveoveremptyboxes);
            m_isdone              = false;
            m_stagedisplaybuilder = new StringBuilder();

#warning Hack for now
            VersusMode = "Versus Mode";
        }
コード例 #4
0
        public SelectData(SelectScreen selectscreen, Input.ButtonMap buttonmap, TextSection textsection, String prefix, Boolean moveoverempty)
        {
            if (selectscreen == null)
            {
                throw new ArgumentNullException("selectscreen");
            }
            if (buttonmap == null)
            {
                throw new ArgumentNullException("buttonmap");
            }
            if (textsection == null)
            {
                throw new ArgumentNullException("textsection");
            }
            if (prefix == null)
            {
                throw new ArgumentNullException("prefix");
            }

            m_selectscreen  = selectscreen;
            m_buttonmap     = buttonmap;
            m_moveoverempty = moveoverempty;

            m_elements = new Elements.Collection(SelectScreen.SpriteManager, SelectScreen.AnimationManager, SelectScreen.SoundManager, SelectScreen.MenuSystem.FontMap);
            m_elements.Build("cursor.active", textsection, prefix + ".cursor.active");
            m_elements.Build("cursor.done", textsection, prefix + ".cursor.done");
            m_elements.Build("cursor.move", textsection, prefix + ".cursor.move");
            m_elements.Build("random.move", textsection, prefix + ".random.move");
            m_elements.Build("player.face", textsection, prefix + ".face");
            m_elements.Build("player.name", textsection, prefix + ".name");

            m_startcell = textsection.GetAttribute <Point>(prefix + ".cursor.startcell");

            // X & Y seem to be reversed for this
            m_startcell = new Point(m_startcell.Y, m_startcell.X);

            Reset();
        }
コード例 #5
0
ファイル: FightEngine.cs プロジェクト: lodossDev/xnamugen
        public FightEngine(SubSystems subsystems)
            : base(subsystems)
        {
            IO.TextFile textfile = GetSubSystem<IO.FileSystem>().OpenTextFile(@"data/fight.def");
            IO.TextSection filesection = textfile.GetSection("Files");
            String basepath = GetSubSystem<IO.FileSystem>().GetDirectory(textfile.Filepath);

			m_init = null;
            m_entities = new EntityCollection(this);
            m_roundnumber = 0;
            m_stage = null;
            m_idcounter = 0;
            m_tickcount = 0;
            m_pause = new Pause(this, false);
            m_superpause = new Pause(this, true);
            m_asserts = new EngineAssertions();
            m_camera = new Camera(this);
            m_envcolor = new EnvironmentColor(this);
            m_envshake = new EnvironmentShake(this);
            m_speed = GameSpeed.Normal;
            m_slowspeedbuffer = 0;
            m_fontmap = BuildFontMap(filesection);
            m_fightsounds = GetSubSystem<Audio.SoundSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute<String>("snd")));
            m_commonsounds = GetSubSystem<Audio.SoundSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute<String>("common.snd")));
            m_fightsprites = GetSubSystem<Drawing.SpriteSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute<String>("sff")));
            m_fxsprites = GetSubSystem<Drawing.SpriteSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute<String>("fightfx.sff")));
            m_fightanimations = GetSubSystem<Animations.AnimationSystem>().CreateManager(textfile.Filepath);
            m_fxanimations = GetSubSystem<Animations.AnimationSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute<String>("fightfx.air")));
            m_elements = new Elements.Collection(FightSprites, FightAnimations, FightSounds, Fonts);
            m_roundinfo = new RoundInformation(this, textfile);
            m_team1 = new Team(this, TeamSide.Left);
            m_team2 = new Team(this, TeamSide.Right);
            m_combatcheck = new CombatChecker(this);
            m_logic = new Logic.PreIntro(this);
			m_clock = new Clock(this);
        }
コード例 #6
0
        public FightEngine(SubSystems subsystems)
            : base(subsystems)
        {
            IO.TextFile    textfile    = GetSubSystem <IO.FileSystem>().OpenTextFile(@"data/fight.def");
            IO.TextSection filesection = textfile.GetSection("Files");
            String         basepath    = GetSubSystem <IO.FileSystem>().GetDirectory(textfile.Filepath);

            m_init            = null;
            m_entities        = new EntityCollection(this);
            m_roundnumber     = 0;
            m_stage           = null;
            m_idcounter       = 0;
            m_tickcount       = 0;
            m_pause           = new Pause(this, false);
            m_superpause      = new Pause(this, true);
            m_asserts         = new EngineAssertions();
            m_camera          = new Camera(this);
            m_envcolor        = new EnvironmentColor(this);
            m_envshake        = new EnvironmentShake(this);
            m_speed           = GameSpeed.Normal;
            m_slowspeedbuffer = 0;
            m_fontmap         = BuildFontMap(filesection);
            m_fightsounds     = GetSubSystem <Audio.SoundSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <String>("snd")));
            m_commonsounds    = GetSubSystem <Audio.SoundSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <String>("common.snd")));
            m_fightsprites    = GetSubSystem <Drawing.SpriteSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <String>("sff")));
            m_fxsprites       = GetSubSystem <Drawing.SpriteSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <String>("fightfx.sff")));
            m_fightanimations = GetSubSystem <Animations.AnimationSystem>().CreateManager(textfile.Filepath);
            m_fxanimations    = GetSubSystem <Animations.AnimationSystem>().CreateManager(BuildPath(basepath, filesection.GetAttribute <String>("fightfx.air")));
            m_elements        = new Elements.Collection(FightSprites, FightAnimations, FightSounds, Fonts);
            m_roundinfo       = new RoundInformation(this, textfile);
            m_team1           = new Team(this, TeamSide.Left);
            m_team2           = new Team(this, TeamSide.Right);
            m_combatcheck     = new CombatChecker(this);
            m_logic           = new Logic.PreIntro(this);
            m_clock           = new Clock(this);
        }