public PlayerControl(Game Game1) : base(Game1) { GUIStateHandler_ = (GUIStateHandler)Game.Services.GetService (typeof(GUIStateHandler)); AI_ = (AI)Game.Services.GetService (typeof(AI)); }
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(); }