コード例 #1
0
ファイル: GameLoop.cs プロジェクト: khenrix/TDDD49_Monopol
 public PlayerControl(Game Game1)
     : base(Game1)
 {
     GUIStateHandler_ = (GUIStateHandler)Game.Services.GetService (typeof(GUIStateHandler));
     AI_ = (AI)Game.Services.GetService (typeof(AI));
 }
コード例 #2
0
ファイル: GameLoop.cs プロジェクト: khenrix/TDDD49_Monopol
        public override void Initialize()
        {
            ChangeInDB = 0;
            //TODO ladda errything graphics etc
            spriteBatch_ = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch));
            graphics_ = (GraphicsDeviceManager)Game.Services.GetService(typeof(GraphicsDeviceManager));
            font = (SpriteFont)Game.Services.GetService(typeof(SpriteFont));
            DB = (Database)Game.Services.GetService (typeof(Database));
            GE = (GameEngine)Game.Services.GetService (typeof(GameEngine));

            GameBoard = Game.Content.Load<Texture2D> ("Images/Monopol");

            //load movement-positions of boardpieces
            boardPiece = new BoardPiece[40];
            streetpositions (boardPiece);
            streetimgs = new Texture2D[40];
            setStreetImages (streetimgs);

            Boardcolor = new Color[40];

            //Initialize players
            player = new Player[4];
            for(int i=0; i < player.Length;i++)
            {
                player[i] = DB.getplayerbyID(i);
            }

            //namepositions
            pNamePos = new Vector2[player.Length];
            pNamePos[0] = new Vector2(50,100);
            pNamePos[1] = new Vector2(1100,100);
            pNamePos[2] = new Vector2(50,400);
            pNamePos[3] = new Vector2(1100,400);

            //images for each player
            P1 = Game.Content.Load<Texture2D> ("Player1");
            P2 = Game.Content.Load<Texture2D> ("Player2");
            P3 = Game.Content.Load<Texture2D> ("Player3");
            P4 = Game.Content.Load<Texture2D> ("Player4");

            //Gameboard size
            GameBoardR = new Rectangle (200, 50, 900, 700);
            PPos = new Rectangle[4];

            //Colors of the player nametags
            activeColor = Color.Green;
            inactiveColor = Color.Red;
            deadColor = Color.Black;

            //Streethandler need 1 Rectangle for each player
            StreetHandler_ = new StreetHandler (Game, streetimgs);
            streetrect = new Rectangle[4];
            streetrect [0] = new Rectangle (50, 120, 200, 250);
            streetrect [1] = new Rectangle (1100, 120, 200, 250);
            streetrect [2] = new Rectangle (50, 420, 200, 250);
            streetrect [3] = new Rectangle (1100, 420, 200, 250);

            GG = false;
            stateimgs = new Texture2D[10];
            stateimgs[0] = Game.Content.Load<Texture2D> ("Statebackground");
            stateimgs[1] = Game.Content.Load<Texture2D> ("Buttons/Roll");
            stateimgs[2] = Game.Content.Load<Texture2D> ("Buttons/Buy");
            stateimgs[3] = Game.Content.Load<Texture2D> ("Buttons/Draw");
            stateimgs [4] = Game.Content.Load<Texture2D> ("dice");
            stateimgs [5] = Game.Content.Load<Texture2D> ("Buttons/Pay");
            stateimgs [6] = Game.Content.Load<Texture2D> ("Buttons/Done");
            stateimgs [7] = Game.Content.Load<Texture2D> ("Buttons/Abort");
            stateimgs [8] = Game.Content.Load<Texture2D> ("Buttons/Move");

            AI_ = new AI(Game);
            GUIStateHandler_ = new GUIStateHandler(Game, stateimgs,400,200,500,350);
            Game.Services.AddService(typeof(GUIStateHandler), GUIStateHandler_);
            Game.Services.AddService(typeof(AI), AI_);
            PlC = new PlayerControl (Game);
            WatcherConfig ();
            base.Initialize();
        }