public ParticleEngine(A3RData a3RData) { _a3RData = a3RData; _particles = new List <Particle>(500); _particlesToRemove = new List <Particle>(); _particlesToAdd = new List <Particle>(); _random = new Random(); }
public UI_Minimap(A3RData a3Rdata, Camera camera) : base(camera) { _a3RData = a3Rdata; _width = 300; _height = 20; Pos = new Vector(1250, 80); }
public UI_PlayerSelectTemplate(A3RData a3RData, endSelectStage endSelectStage) : base(a3RData) { _endSelectStage = endSelectStage; _menuLogo = new UI_StaticImage(Camera, Width(0.45f), Height(0.14f), SwinGame.BitmapNamed("menuLogo")); AddElement(_menuLogo); }
public UI_PlayerSelectNumberPlayers(A3RData a3RData, endSelectStage endSelectStage) : base(a3RData, endSelectStage) { _background = new UI_StaticImage(Camera, 0, 0, SwinGame.BitmapNamed("shopBg")); AddElement(_background); AddElement(new UI_Text(Camera, Width(0.5f), Height(0.35f), Color.Black, "Number of players:", true)); A3RData.NumberOfPlayers = 0; }
public UI_TextBox(A3RData a3RData, int width, int height, Vector pos) : base(a3RData, width, height, pos) { _textStrings = new List <string>(); _padding = 10; _specialCharacters = new Dictionary <string, SpecialCharacter>(); _specialCharacters.Add("---", HorizontalRule); }
public UI_Box(A3RData a3RData, int width, int height, Vector pos) : base(a3RData) { _width = width; _height = height; Pos = pos; _color = SwinGame.RGBAFloatColor(0.3f, 0.3f, 0.3f, 0.5f); _textColor = Color.White; _colorAlpha = 0; }
public PhysicsEngine(A3RData a3RData) { _a3RData = a3RData; _windowRect = _a3RData.WindowRect; _components = new List <IPhysicsComponent>(); _componentsToRemove = new List <IPhysicsComponent>(); _boundaryBox = new Rectangle() { X = -Constants.BoundaryBoxPadding, Y = -Constants.BoundaryBoxPadding, Width = _a3RData.WindowRect.Width + Constants.BoundaryBoxPadding * 2, Height = _a3RData.WindowRect.Height + Constants.BoundaryBoxPadding * 2 }; }
public UI_MainMenu(A3RData a3RData) : base(a3RData) { AddElement(new UI_StaticImage(Camera, 0, 0, SwinGame.BitmapNamed("shopBg"))); Rectangle _windowRect = A3RData.WindowRect; AddElement(new UI_StaticImage(Camera, 0, 0, SwinGame.BitmapNamed("fullBg"))); UI_DynamicImage _menuGradient = new UI_DynamicImage(A3RData.Camera, -20, 0, -5000, 0, 10, SwinGame.BitmapNamed("menuLeftWhite")); AddElement(_menuGradient); _menuGradient = new UI_DynamicImage(A3RData.Camera, 0, 0, -5000, 0, 10, SwinGame.BitmapNamed("menuGradientFull")); AddElement(_menuGradient); _menuGradient = new UI_DynamicImage(A3RData.Camera, 0, 0, -8000, 0, 15, SwinGame.BitmapNamed("menuGradientHalf")); AddElement(_menuGradient); UI_StaticImage _menuLogo = new UI_StaticImage(a3RData.Camera, _windowRect.Width * 0.022f, _windowRect.Height * 0.24f, SwinGame.BitmapNamed("menuLogo")); AddElement(_menuLogo); _playButton = new UI_Button(a3RData.Camera, "New Game", _windowRect.Width * 0.026f, _windowRect.Height * 0.417f, UIEvent.StartGame, SwinGame.BitmapNamed("startButton"), SwinGame.BitmapNamed("startButtonSelected")); _playButton.OnUIEvent += UserInterface.Instance.NotifyUIEvent; _playButton.MouseOverSoundEffect = SwinGame.SoundEffectNamed("menuSound"); AddElement(_playButton); _playButton = new UI_Button(a3RData.Camera, "Load Game", _windowRect.Width * 0.026f, _windowRect.Height * 0.466f, UIEvent.StartGame, SwinGame.BitmapNamed("loadButton"), SwinGame.BitmapNamed("loadButtonSelected")); _playButton.OnUIEvent += UserInterface.Instance.NotifyUIEvent; _playButton.MouseOverSoundEffect = SwinGame.SoundEffectNamed("menuSound"); AddElement(_playButton); _playButton = new UI_Button(a3RData.Camera, "Test Text", _windowRect.Width * 0.026f, _windowRect.Height * 0.520f, UIEvent.StartGame, SwinGame.BitmapNamed("optionsButton"), SwinGame.BitmapNamed("optionsButtonSelected")); _playButton.OnUIEvent += UserInterface.Instance.NotifyUIEvent; _playButton.MouseOverSoundEffect = SwinGame.SoundEffectNamed("menuSound"); AddElement(_playButton); _playButton = new UI_Button(a3RData.Camera, "Exit", _windowRect.Width * 0.026f, _windowRect.Height * 0.572f, UIEvent.Exit, SwinGame.BitmapNamed("exitButton"), SwinGame.BitmapNamed("exitButtonSelected")); _playButton.OnUIEvent += UserInterface.Instance.NotifyUIEvent; _playButton.MouseOverSoundEffect = SwinGame.SoundEffectNamed("menuSound"); AddElement(_playButton); }
public UI_ShopMenu(A3RData a3RData, NotifyPlayerFinishedShop notifyPlayerFinishedShop) : base(a3RData) { _notifyPlayerFinishedShop = notifyPlayerFinishedShop; _shopBackground = SwinGame.BitmapNamed("shopBg"); AddElement(new UI_StaticImage(a3RData.Camera, Width(0.5f), Height(0.24f), SwinGame.BitmapNamed("menuLogo"))); _characterBox = new UI_Box(A3RData, 300, 200, new Vector(20, 20)); _statBox = new UI_TextBox(A3RData, 300, 370, new Vector(20, 240)); _equipBox = new UI_EquipBox(A3RData, 300, 750, new Vector(Width(1) - 320, 20), RefreshShopItems); UI_Button _nextButton = new UI_Button(Camera, "Next", Width(1) - 170, Height(1) - 60, FinishShopButton); _nextButton.Width = 300; _nextButton.MouseOverSoundEffect = SwinGame.SoundEffectNamed("menuSound"); _nextButton.MiddleAligned = true; _nextButton.LockToScreen(); _fadeFx = new UI_StaticImage(Camera, 0, 0, SwinGame.BitmapNamed("fadeFx")); if (A3RData.EasterEggTriggered) { AddElement(new UI_StaticImage(a3RData.Camera, Width(0.5f), Height(-1f), SwinGame.BitmapNamed("ddlc"))); } _playerName = A3RData.SelectedPlayer.Name; _characterName = A3RData.SelectedPlayer.Character.Name; _shopItems = new UI_ShopItems(A3RData, RefreshEquipBox); AddElement(_shopItems); AddElement(_nextButton); AddElement(_equipBox); AddElement(_characterBox); AddElement(_statBox); AddElement(new UI_HealthUpgradeButton(a3RData, 300, 60, new Vector(20, _statBox.Pos.Y + 390))); AddElement(new UI_ArmourUpgradeButton(a3RData, 300, 60, new Vector(20, _statBox.Pos.Y + 390 + 80))); AddElement(_fadeFx); _selPlayer = A3RData.SelectedPlayer; }
public UI_PlayerSelectNames(A3RData a3RData, endSelectStage endSelectStage) : base(a3RData, endSelectStage) { _background = new UI_StaticImage(Camera, 0, 0, SwinGame.BitmapNamed("shopBg")); AddElement(_background); _playerText = new UI_Text(Camera, Width(0.5f), Height(0.35f), Color.Black, "Player X:", true); AddElement(_playerText); _isComputerPlayer = new UI_CheckBox(Camera, new Vector(Width(0.59f), Height(0.397f)), "Computer Player?"); AddElement(_isComputerPlayer); _inputMethodKey = new Dictionary <bool, IInputMethod>(); _inputMethodKey.Add(true, new AIInputMethod()); _inputMethodKey.Add(false, new PlayerInputMethod()); }
public Artillery3R() { LoadResources(); _a3RData = new A3RData(); Services.Initialise(_a3RData); _windowRect = _a3RData.WindowRect; UserInterface.Instance.UIEventOccurred = UIEventOccured; _gameState = new Stack <GameState>(); _gameStateTransitions = new Dictionary <UIEvent, GameState>(); _gameStateTransitions.Add(UIEvent.StartGame, new PlayerSelectGameState(_a3RData)); _gameStateTransitions.Add(UIEvent.MainMenu, new MainMenuGameState(_a3RData)); _gameStateTransitions.Add(UIEvent.StartCombat, new CombatGameState(_a3RData)); _gameStateTransitions.Add(UIEvent.EndCombat, new ShopGameState(_a3RData)); _gameStateTransitions.Add(UIEvent.Exit, new ExitState(_a3RData)); //TODO: Add in the rest of the UI transitions here }
public void HandleInput(A3RData a3RData) //yes that means we can only handle one command at a time. { foreach (KeyCode k in _registeredKeys) { if (SwinGame.KeyDown(k)) { if (a3RData.SelectedPlayer != null) { //_keyToCommands[k].Execute(a3RData); a3RData.CommandStream.AddCommand(_keyToCommands[k]); } else { throw new MissingMemberException("selectedPlayer not found", "a3Data.SelectedPlayer"); } //We can fix this later } } }
public UI_SelectableTextBox(A3RData a3RData, int width, int height, Vector pos) : base(a3RData, width, height, pos) { _activeMouseArea = new Rectangle() { X = Pos.X, Y = Pos.Y, Width = width, Height = height }; _rectangleArea = new Rectangle() { X = Pos.X + Camera.Pos.X, Y = Pos.Y + Camera.Pos.Y, Width = width, Height = height }; }
public UI_PlayerSelect_Legacy(A3RData a3RData) : base(a3RData) { _stateComponent = new StateComponent <PlayerSelectState>(PlayerSelectState.ReadingNumberPlayers); _menuLogo = new UI_StaticImage(a3RData.Camera, Width(0.45f), Height(0.14f), SwinGame.BitmapNamed("menuLogo")); AddElement(_menuLogo); textElement = new UI_Text(a3RData.Camera, Width(0.5f), Height(0.35f), Color.Black, "Number of players:", true); AddElement(textElement); //start reading number players. SwinGame.StartReadingText(Color.Black, 20, SwinGame.FontNamed("guiFont"), (int)Width(0.5f), (int)Height(0.4f)); _players = Artillery3R.Services.A3RData.Players; }
public UI_Combat(A3RData a3RData) : base(a3RData) { _a3RData = a3RData; _playerChargeBar = new UI_LoadingBar(_a3RData.Camera, 400, 30, Color.Orange, (int)(_a3RData.WindowRect.Width * 0.7), (int)(_a3RData.WindowRect.Height * 0.88)); _playerFuel = new UI_LoadingBar(_a3RData.Camera, 400, 20, Color.SteelBlue, (int)(_a3RData.WindowRect.Width * 0.7), (int)(_a3RData.WindowRect.Height * 0.92)); AddElement(_playerChargeBar); AddElement(_playerFuel); AddElement(new UI_Minimap(a3RData, Camera)); AddElement(new UI_WindMarker(_a3RData.Camera, _a3RData.Wind)); }
public CombatGameState(A3RData a3RData) : base(a3RData) { _a3RData = a3RData; _windowRect = a3RData.WindowRect; _cameraFocusPoint = new CameraFocusPoint(); A3RData.Environment = new Environment(_windowRect, A3RData.Camera); _state = new StateComponent <CombatState>(CombatState.TrackingPlayer); //change to loading later A3RData.Satellite = new Satellite("Maia", Constants.TerrainWidth / 2, -300); _inputHandler = new InputHandler(); _observer = new CombatStateObserver(this); UIModule = new UI_Combat(A3RData); _backgroundBg = SwinGame.BitmapNamed("combatBg"); _turnCount = 0; }
public UI_ArmourUpgradeButton(A3RData a3RData, int width, int height, Vector pos) : base(a3RData, width, height, pos) { _camera = A3RData.Camera; }
public MainMenuGameState(A3RData a3RData) : base(a3RData) { UIModule = new UI_MainMenu(A3RData); }
public LoadingGameState(Stack <GameState> gameStates, A3RData a3RData) : base(null) { _gameStates = gameStates; _a3RData = a3RData; }
public ShopGameState(A3RData a3RData) : base(a3RData) { }
public override void Execute(A3RData a3RData) { a3RData.SelectedPlayer.Character.FireWeapon(); }
public UI_WinScreen(A3RData a3RData) : base(a3RData) { }
public ServicesModule(A3RData a3RData) { _a3RData = a3RData; }
public UI_EquipBox(A3RData a3RData, int width, int height, Vector pos, PlayerSellEvent onPlayerSell) : base(a3RData, width, height, pos) { _onPlayerSell = onPlayerSell; RefreshUIBox(); }
public GameState(A3RData a3RData) { Enabled = true; _a3RData = a3RData; }
public void Initialise(A3RData a3RData) { _a3RData = a3RData; _uiElements.Clear(); }
public override void Execute(A3RData a3RData) { a3RData.SelectedPlayer.Money += _amount; }
public ExitState(A3RData a3RData) : base(a3RData) { UIModule = new UIElementAssembly(A3RData); }
public override void Execute(A3RData a3RData) { a3RData.SelectedPlayer.Character.MoveRight(); }
public PlayerSelectGameState(A3RData a3RData) : base(a3RData) { UIModule = new UI_PlayerSelectNumberPlayers(A3RData, PlayerSelectHandler); }