public HelpScreen() { world = new World(new Vector2(0, 9.8f)); MapData data = Map.LoadCastle(world); walls = data.walls; walls.Add(new Wall(world, 970, 540, 20, 1500, 0)); LocalPlayer.AllowLongRange = true; LocalPlayer.AllowTraps = true; player = new LocalPlayer(world, new Vector2(700, 500) * MainGame.PIXEL_TO_METER, Category.Cat1, 1.5f, 1f, 1f, false, LocalPlayer.Colors[1], PlayerIndex.One); }
public HelpScreen() { world = new World(new Vector2(0, 9.8f)); walls = new List<Wall>(); walls.Add(new Wall(world, 300, 100, 400,20,0)); walls.Add(new Wall(world, 300, 700, 400, 20, 0)); walls.Add(new Wall(world, 100, 400, 20, 600, 0)); walls.Add(new Wall(world, 500, 400, 20, 600, 0)); player = new LocalPlayer(world, new Vector2(400, 400) * MainGame.PIXEL_TO_METER, Category.Cat1, 3f, 1f, 1f, false, LocalPlayer.Colors[1], PlayerIndex.One); }
public SingleMap() { world = new World(new Vector2(0, 9.8f)); // That'd be cool to have gravity as a map property, so you could play 0G levels testFigure1 = new LocalPlayer(world, new Vector2(480 * MainGame.PIXEL_TO_METER, 480 * MainGame.PIXEL_TO_METER), Category.Cat1, 1.5f, Color.Red, PlayerIndex.One); testFigure2 = new LocalPlayer(world, new Vector2(1200 * MainGame.PIXEL_TO_METER, 480 * MainGame.PIXEL_TO_METER), Category.Cat2, 1.5f, Color.Green, PlayerIndex.Two); walls = new List<Wall>(); walls.Add(new Wall(world, 960 * MainGame.PIXEL_TO_METER, 1040 * MainGame.PIXEL_TO_METER, 1200 * MainGame.PIXEL_TO_METER, 32 * MainGame.PIXEL_TO_METER, 0.0f)); // walls.Add(new Wall(world, 360 * MainGame.PIXEL_TO_METER, 540 * MainGame.PIXEL_TO_METER, 32 * MainGame.PIXEL_TO_METER, 1080 * MainGame.PIXEL_TO_METER, 0.0f)); // walls.Add(new Wall(world, 1560 * MainGame.PIXEL_TO_METER, 540 * MainGame.PIXEL_TO_METER, 32 * MainGame.PIXEL_TO_METER, 1080 * MainGame.PIXEL_TO_METER, 0.0f)); }
public FreeForAll(Color[] colors, string mapString, float gravity, int minutes, int lives, float limbStrength, bool suddenDeath, bool traps, bool longRange, bool bots) { world = new World(new Vector2(0, gravity)); MapData data = Map.LoadMap(world, mapString); background = data.background; walls = data.walls; spawnPoints = data.spawnPoints; Vector3[] ammoPoints = data.ammoPoints; ammo = new TrapAmmo[ammoPoints.Length]; if (traps) for (int i = 0; i < ammoPoints.Length; i++) ammo[i] = new TrapAmmo(world, new Vector2(ammoPoints[i].X, ammoPoints[i].Y) * MainGame.PIXEL_TO_METER, (int)ammoPoints[i].Z); music = data.music; MediaPlayer.Play(music); foreground = data.foreground; StickFigure.AllowTraps = traps; StickFigure.AllowLongRange = longRange; player = new StickFigure[bots ? 4 : colors.Length]; this.info = new PlayerValues[bots ? 4 : colors.Length]; for (int i = 0; i < colors.Length; i++) if (colors[i] != null) { player[i] = new LocalPlayer(world, spawnPoints[i] * MainGame.PIXEL_TO_METER, Categories[i], 1.5f, limbStrength, suddenDeath ? 0.001f : 1f, false, colors[i], Players[i]); player[i].LockControl = true; } if (bots && colors.Length < 4) { for (int i = colors.Length; i < 4; i++) { player[i] = new BotPlayer(world, spawnPoints[i] * MainGame.PIXEL_TO_METER, Categories[i], 1.5f, limbStrength, suddenDeath ? 0.001f : 1f, false, new Color(i * 60, i * 60, i * 60), Players[i], player); player[i].LockControl = true; } } for (int i = 0; i < info.Length; i++) info[i] = new PlayerValues(lives); timed = minutes > 0; millisLeft = (minutes == 0 ? -1 : minutes * 60000); startPause = 180; gameOver = false; winners = new List<int>(); winSticks = new List<StickFigure>(); enterPressed = true; }
public TeamDeathmatch(Color[] colors, string mapString, float gravity, int minutes, int lives, float limbStrength, bool suddenDeath, bool traps, bool longRange, bool bots) { world = new World(new Vector2(0, gravity)); object[] map = Map.LoadMap(world, mapString); background = (Texture2D)map[0]; walls = (List<Wall>)map[1]; spawnPoints = (Vector2[])map[2]; Vector3[] ammoPoints = (Vector3[])map[3]; ammo = new TrapAmmo[ammoPoints.Length]; if (traps) for (int i = 0; i < ammoPoints.Length; i++) ammo[i] = new TrapAmmo(world, new Vector2(ammoPoints[i].X, ammoPoints[i].Y) * MainGame.PIXEL_TO_METER, (int)ammoPoints[i].Z); StickFigure.AllowTraps = traps; StickFigure.AllowLongRange = longRange; player = new StickFigure[bots ? 4 : colors.Length]; this.info = new PlayerValues[bots ? 4 : colors.Length]; for (int i = 0; i < colors.Length; i++) if (colors[i] != null) { player[i] = new LocalPlayer(world, spawnPoints[i] * MainGame.PIXEL_TO_METER, Categories[i], 1.5f, limbStrength, suddenDeath ? 0.001f : 1f, i % 2 == 1, colors[i], Players[i]); player[i].LockControl = true; } if (bots && colors.Length < 4) { for (int i = colors.Length; i < 4; i++) { player[i] = new BotPlayer(world, spawnPoints[i] * MainGame.PIXEL_TO_METER, Categories[i], 1.5f, limbStrength, suddenDeath ? 0.001f : 1f, i % 2 == 1, new Color(i * 60, i * 60, i * 60), Players[i], player); player[i].LockControl = true; } } for (int i = 0; i < info.Length; i++) info[i] = new PlayerValues(lives); timed = minutes > 0; millisLeft = (minutes == 0 ? -1 : minutes * 60000); startPause = 180; gameOver = false; winners = new List<int>(); winSticks = new List<StickFigure>(); }
public SingleMap(Color[] colors, string mapString, float gravity, int lives, float limbStrength, bool suddenDeath, bool traps, bool longRange, bool bots) { world = new World(new Vector2(0, gravity)); this.limbStrength = limbStrength; this.suddenDeath = suddenDeath; MapData data = Map.LoadMap(world, mapString); background = data.background; walls = data.walls; spawnPoints = data.spawnPoints; Vector3[] ammoPoints = data.ammoPoints; ammo = new TrapAmmo[ammoPoints.Length]; if (traps) for (int i = 0; i < ammoPoints.Length; i++) ammo[i] = new TrapAmmo(world, new Vector2(ammoPoints[i].X, ammoPoints[i].Y) * MainGame.PIXEL_TO_METER, (int)ammoPoints[i].Z); music = data.music; MediaPlayer.Play(music); foreground = data.foreground; StickFigure.AllowTraps = traps; StickFigure.AllowLongRange = longRange; player = new StickFigure[bots ? 4 : colors.Length]; this.info = new PlayerValues[bots ? 4 : colors.Length]; enemies = new List<StickFigure>(); toRemove = new Dictionary<StickFigure, int>(); temp = new List<StickFigure>(); winStick = null; for (int i = 0; i < colors.Length; i++) if (colors[i] != null) { player[i] = new LocalPlayer(world, spawnPoints[i] * MainGame.PIXEL_TO_METER, Category.Cat1, 1.5f, limbStrength, suddenDeath ? 0.001f : 1f, false, colors[i], Players[i]); player[i].LockControl = true; } for (int i = 0; i < info.Length; i++) info[i] = new PlayerValues(lives); maxEnemies = player.Length; kills = 0; millis = 0; startPause = 180; gameOver = false; enterPressed = true; }
public SingleMap() { world = new World(new Vector2(0, 9.8f)); // That'd be cool to have gravity as a map property, so you could play 0G levels testFigure = new LocalPlayer(world, new Vector2(480 * MainGame.PIXEL_TO_METER, 480 * MainGame.PIXEL_TO_METER), Category.Cat1, Color.Red); dummyFigure = new StickFigure(world, new Vector2(150 * MainGame.PIXEL_TO_METER, 900 * MainGame.PIXEL_TO_METER), Category.Cat2, Color.Green); weapon = new TestWeapon(world, new Vector2(640 * MainGame.PIXEL_TO_METER, 480 * MainGame.PIXEL_TO_METER)); walls = new List<Wall>(); walls.Add(new Wall(world, 480 * MainGame.PIXEL_TO_METER, 700 * MainGame.PIXEL_TO_METER, 960 * MainGame.PIXEL_TO_METER, 32 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 16 * MainGame.PIXEL_TO_METER, 540 * MainGame.PIXEL_TO_METER, 32 * MainGame.PIXEL_TO_METER, 1080 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 960 * MainGame.PIXEL_TO_METER, 1040 * MainGame.PIXEL_TO_METER, 1920 * MainGame.PIXEL_TO_METER, 32 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 1500 * MainGame.PIXEL_TO_METER, 960 * MainGame.PIXEL_TO_METER, 870 * MainGame.PIXEL_TO_METER, 120 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 1450 * MainGame.PIXEL_TO_METER, 865 * MainGame.PIXEL_TO_METER, 248 * MainGame.PIXEL_TO_METER, 98 * MainGame.PIXEL_TO_METER, -(float)Math.PI / 6)); walls.Add(new Wall(world, 1735 * MainGame.PIXEL_TO_METER, 840 * MainGame.PIXEL_TO_METER, 402 * MainGame.PIXEL_TO_METER, 176 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 1904 * MainGame.PIXEL_TO_METER, 540 * MainGame.PIXEL_TO_METER, 32 * MainGame.PIXEL_TO_METER, 1080 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 1859 * MainGame.PIXEL_TO_METER, 717 * MainGame.PIXEL_TO_METER, 109 * MainGame.PIXEL_TO_METER, 123 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 1600 * MainGame.PIXEL_TO_METER, 570 * MainGame.PIXEL_TO_METER, 122 * MainGame.PIXEL_TO_METER, 104 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 1320 * MainGame.PIXEL_TO_METER, 487 * MainGame.PIXEL_TO_METER, 113 * MainGame.PIXEL_TO_METER, 107 * MainGame.PIXEL_TO_METER, 0.0f)); walls.Add(new Wall(world, 180 * MainGame.PIXEL_TO_METER, 300 * MainGame.PIXEL_TO_METER, 41 * MainGame.PIXEL_TO_METER, 370 * MainGame.PIXEL_TO_METER, 0.0f)); bulletList = new List<Bullet>(); }