コード例 #1
0
        public void CreateBoxStatus(Vector2 BoxPos, Game_Player Player)
        {
            if (Player.PlyHealth < 0)
            {
                Player.PlyHealth = 0;
            }

            int PosX  = (int)BoxPos.X;
            int PosXP = (int)BoxPos.X + BoxStatusTx[0].Width;
            int PoxY  = (int)BoxPos.Y + 25;
            int Healt = Player.PlyHealth / 5;
            int Popul = Player.Popularity / 5;

            TextTitle = Player.PlyName;
            Color ColorHBar    = new Color(new Vector4(255, 0, 0, 10));
            Color ColorHPolBar = new Color(new Vector4(255, 255, 255, 10));

            UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[0].Width, BoxStatusTx[0].Height), BoxStatusTx[0], ColorHBar);
            UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY + 20, BoxStatusTx[0].Width, BoxStatusTx[0].Height), BoxStatusTx[0], ColorHPolBar);

            PosX += BoxStatusTx[0].Width;
            UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[1].Width * Healt, BoxStatusTx[1].Height), BoxStatusTx[1], ColorHBar);
            //UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY + 20, BoxStatusTx[1].Width * Popul, BoxStatusTx[1].Height), BoxStatusTx[1], ColorHPolBar);

            PosX  += BoxStatusTx[1].Width * Healt;
            PosXP += BoxStatusTx[1].Width * Popul;
            UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[2].Width, BoxStatusTx[2].Height), BoxStatusTx[2], ColorHBar);
            //UI2DRenderer.FillRectangle(new Rectangle(PosXP, PoxY + 20, BoxStatusTx[2].Width, BoxStatusTx[2].Height), BoxStatusTx[2], ColorHPolBar);

            UI2DRenderer.WriteText(BoxPos, TextTitle, Color.DarkGray, CalibriFont, new Vector2(0.5f, 0.5f));
        }
コード例 #2
0
        private SoundManager SndGame;                   //Class to Manager the Soundseffects

        #endregion

        #region Constructor

        public Game_Logic(int NumMaxPLayer)
        {
            int x;

            SndGame = new SoundManager();

            /**********Creation Logic Game ********/

            GameState     = Game_States.INTRO;
            LstState      = Game_States.INTRO;
            ScrennState   = Game_SCR.RUNNING;
            CurrentPlayer = 0;
            MaxPlayers    = NumMaxPLayer;

            Players = new Game_Player[MaxPlayers];
            for (x = 0; x < MaxPlayers; x++)
            {
                Players[x] = new Game_Player();
            }

            //Only the Player 1 Is connected (use the KeyBoard)
            AddPlayer("Player 1", 1);

            //Defino Personaje Por Player
            Players[0].PlySelect = 1;
            //Players[1].PlySelect = 4;
            //Players[2].PlySelect = 5;
            //Players[3].PlySelect = 8;
            Players[1].PlySelect = 2;
            Players[2].PlySelect = 3;
            Players[3].PlySelect = 4;

            /*** History ****/
            HistoryIni = new string[8];
            HistoryEnd = new string[8];
            CreateHistory();

            //Weapons
            Weapons    = new Game_Weapon[MaxPlayers];
            MaxWeapons = NumMaxPLayer;

            //pause
            PauseGame = false;

            //Initial Level
            Level  = 0;
            LevelH = 10;

            //Mode Multiplayer
            MultiMode = Play_MultiMode.DEATHMATCH;
            //Mode of Game
            Mode = Game_Mode.MULTI_PLY;
            //Status
            Pause_Status = Pausa_Status.RETURN;
        }
コード例 #3
0
ファイル: GameLogic.cs プロジェクト: virucho/UDDMG
        public Game_Logic(int NumMaxPLayer)
        {
            int x;

            SndGame = new SoundManager();

            /**********Creation Logic Game ********/

            GameState = Game_States.INTRO;
            LstState = Game_States.INTRO;
            ScrennState = Game_SCR.RUNNING;
            CurrentPlayer = 0;
            MaxPlayers = NumMaxPLayer;

            Players = new Game_Player[MaxPlayers];
            for (x = 0; x < MaxPlayers; x++)
            {
                Players[x] = new Game_Player();
            }

            //Only the Player 1 Is connected (use the KeyBoard)
            AddPlayer("Player 1", 1);

            //Defino Personaje Por Player
            Players[0].PlySelect = 1;
            //Players[1].PlySelect = 4;
            //Players[2].PlySelect = 5;
            //Players[3].PlySelect = 8;
            Players[1].PlySelect = 2;
            Players[2].PlySelect = 3;
            Players[3].PlySelect = 4;

            /*** History ****/
            HistoryIni = new string[8];
            HistoryEnd = new string[8];
            CreateHistory();

            //Weapons
            Weapons = new Game_Weapon[MaxPlayers];
            MaxWeapons = NumMaxPLayer;

            //pause
            PauseGame = false;

            //Initial Level
            Level = 0;
            LevelH = 10;

            //Mode Multiplayer
            MultiMode = Play_MultiMode.DEATHMATCH;
            //Mode of Game
            Mode = Game_Mode.MULTI_PLY;
            //Status
            Pause_Status = Pausa_Status.RETURN;
        }
コード例 #4
0
ファイル: 2DSpriteManager.cs プロジェクト: virucho/UDDMG
        public void CreateBoxStatus(Vector2 BoxPos, Game_Player Player)
        {
            if (Player.PlyHealth < 0)
                Player.PlyHealth = 0;

            int PosX = (int)BoxPos.X;
            int PosXP = (int)BoxPos.X + BoxStatusTx[0].Width;
            int PoxY = (int)BoxPos.Y + 25;
            int Healt = Player.PlyHealth / 5;
            int Popul = Player.Popularity / 5;
            TextTitle = Player.PlyName;
            Color ColorHBar = new Color(new Vector4(255, 0, 0, 10));
            Color ColorHPolBar = new Color(new Vector4(255, 255, 255, 10));

            UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[0].Width, BoxStatusTx[0].Height), BoxStatusTx[0], ColorHBar);
            UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY + 20, BoxStatusTx[0].Width, BoxStatusTx[0].Height), BoxStatusTx[0], ColorHPolBar);

            PosX += BoxStatusTx[0].Width;
            UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[1].Width * Healt, BoxStatusTx[1].Height), BoxStatusTx[1], ColorHBar);
            //UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY + 20, BoxStatusTx[1].Width * Popul, BoxStatusTx[1].Height), BoxStatusTx[1], ColorHPolBar);

            PosX += BoxStatusTx[1].Width * Healt;
            PosXP += BoxStatusTx[1].Width * Popul;
            UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[2].Width, BoxStatusTx[2].Height), BoxStatusTx[2], ColorHBar);
            //UI2DRenderer.FillRectangle(new Rectangle(PosXP, PoxY + 20, BoxStatusTx[2].Width, BoxStatusTx[2].Height), BoxStatusTx[2], ColorHPolBar);

            UI2DRenderer.WriteText(BoxPos, TextTitle, Color.DarkGray, CalibriFont, new Vector2(0.5f, 0.5f));
        }