public Player(GameplayScreen parentScreen, Vector2 position) { _Player_TexId_Standing_R = TextureManager.AddTexture(new CutlassTexture("Content/Sprites/pirate-standing-48-120-R")); _Player_TexId_Standing_L = TextureManager.AddTexture(new CutlassTexture("Content/Sprites/pirate-standing-48-120-L")); _Player_TexId_Jumping_R = TextureManager.AddTexture(new CutlassTexture("Content/Sprites/pirate-jumping-64-120-R")); _Player_TexId_Jumping_L = TextureManager.AddTexture(new CutlassTexture("Content/Sprites/pirate-jumping-64-120-L")); _Player_TexId_Walking_R = TextureManager.AddTexture(new CutlassAnimatedTexture("Content/Sprites/pirate-walking-560-120-R", 10, 5)); _Player_TexId_Walking_L = TextureManager.AddTexture(new CutlassAnimatedTexture("Content/Sprites/pirate-walking-560-120-L", 10, 5)); _Player_TexId_Walking_Reverse_R = TextureManager.AddTexture(new CutlassAnimatedTexture("Content/Sprites/pirate-walking-reverse-560-120-R", 10, 5)); _Player_TexId_Walking_Reverse_L = TextureManager.AddTexture(new CutlassAnimatedTexture("Content/Sprites/pirate-walking-reverse-560-120-L", 10, 5)); _CurrentTexture = _Player_TexId_Walking_R; _ParentScreen = parentScreen; _Active = true; _Position = position; _IsVisible = true; }
public Scenery(Vector2 position, bool isVisible = true, ICutlassTexture texture = null, bool animated = false, CollisionSide side = CollisionSide.All) { _Position = position; _IsVisible = isVisible; _Active = true; if (isVisible && texture != null) { _SceneryObject_Id = TextureManager.AddTexture(texture); _Animated = animated; _Side = side; } else { _Side = CollisionSide.All; } }
/// <summary> /// Constructor lets the caller specify whether to include the standard /// "A=ok, B=cancel" usage text prompt. /// </summary> public MessageBoxScreen(string message, bool includeUsageText = false, bool includeCancelOption = false) { _IncludeCancelOption = includeCancelOption; _Gradient_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/gradient")); string usageText = String.Empty; switch (CutlassEngine.CurrentPlatform) { case PlatformID.MacOSX: goto case PlatformID.Win32Windows; case PlatformID.Unix: goto case PlatformID.Win32Windows; case PlatformID.Win32NT: goto case PlatformID.Win32Windows; case PlatformID.Win32S: goto case PlatformID.Win32Windows; case PlatformID.Win32Windows: usageText = "\nSpace, Enter = OK"; if (_IncludeCancelOption) usageText += "\nEsc = Cancel"; break; case PlatformID.WinCE: goto case PlatformID.Win32Windows; case PlatformID.Xbox: usageText = "\nSA = OK"; if (_IncludeCancelOption) usageText += "\nB = Cancel"; break; default: break; } if (includeUsageText) this._Message = message + usageText; else this._Message = message; IsPopup = true; TransitionOnTime = TimeSpan.FromSeconds(0.2); TransitionOffTime = TimeSpan.FromSeconds(0.2); }
/// <summary> /// Load graphics content. /// </summary> protected override void LoadContent() { //_SpriteBatch = new SpriteBatch(GraphicsDevice); _Blank_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/blank")); _Cursor_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/cursor")); // Tell each of the screens to load their content. foreach (GameScreen screen in _Screens) { screen.LoadContent(); } }
/// <summary> /// Get a Texture2D /// </summary> /// <param name="textureName"></param> /// <returns></returns> public static Texture2D GetTexture2D(TexId textureId) { ICutlassTexture texture = GetTexture(textureId); if (texture != null) return texture.BaseTexture; else return null; }
/// <summary> /// Get a texture /// </summary> /// <param name="textureId"></param> /// <returns></returns> public static ICutlassTexture GetTexture(TexId textureId) { return _Textures.ElementAtOrDefault(textureId).Value; }
/// <summary> /// Remove a texture from the dictionary. /// </summary> /// <param name="textureName"></param> public static void RemoveTexture(TexId textureId) { ICutlassTexture textureToRemove; _Textures.TryGetValue(textureId, out textureToRemove); if (textureToRemove != null) { if (_Initialized) textureToRemove.UnloadContent(); _Textures.Remove(textureId); } }
/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the Game class, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { base.LoadContent(); _OceanClouds_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/oceanClouds")); }
/// <summary> /// Load Content /// </summary> public override void LoadContent() { base.LoadContent(); _TitleScrollMiddle_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/titleScrollMiddle")); _TitleScrollEdge_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/titleScrollEdge")); _MenuBackgroundCorner_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/backgroundMenuCorner")); _MenuBackgroundVerticalEdge_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/backgroundMenuVerticalEdge")); _MenuBackgroundHorizontalEdge_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/backgroundMenuHorizontalEdge")); _TitleFont_Id = FontManager.AddFont(new CutlassFont("Content/Fonts/bilboSwashCaps")); SetMenuEntryFont(FontManager.AddFont(new CutlassFont("Content/Fonts/frederickaTheGreat"))); SetMenuEntryTextColor(Palette.CharcoalGrey); SetMenuEntrySelectedTextColor(Palette.LightBlue); }
/// <summary> /// Load Content. /// </summary> protected override void LoadContent() { base.LoadContent(); _Blank_Id = TextureManager.AddTexture(new CutlassTexture("Content/Textures/blank")); }
public void HandleInput(GameTime gameTime, Cutlass.GameComponents.Input input, Vector2 playerScreenPosition) { KeyboardState keyboardState = input.CurrentKeyboardState; MouseState mouseState = input.CurrentMouseState; GamePadState gamePadState = input.CurrentGamePadState; //Keyboard Input _IsJumpingDown = false; _WalkDirection = 0; if (keyboardState.IsKeyDown(GameSettingsManager.Default.LeftKey)) { _WalkDirection = _WalkDirection - 1; _Velocity.X = Math.Max(_Velocity.X - (0.1f * (float)gameTime.ElapsedGameTime.TotalMilliseconds), -MAX_PLAYER_HORIZONTAL_SPEED); } if (keyboardState.IsKeyDown(GameSettingsManager.Default.RightKey)) { _WalkDirection = _WalkDirection + 1; _Velocity.X = Math.Min(_Velocity.X + (0.1f * (float)gameTime.ElapsedGameTime.TotalMilliseconds), MAX_PLAYER_HORIZONTAL_SPEED); } if (keyboardState.IsKeyDown(GameSettingsManager.Default.JumpKey) && _IsOnGround) { _IsOnGround = false; if (keyboardState.IsKeyDown(GameSettingsManager.Default.DownKey)) { _IsJumpingDown = true; _Velocity.Y += 1.0f; } else { _Velocity.Y = _Velocity.Y - (6.0f); } } //Mouse Input Vector2 mousePosition = new Vector2(mouseState.X, mouseState.Y); _LookDirection = mousePosition - (playerScreenPosition);// + new Vector2(Width / 2, Height / 2)); _LookDirection.Normalize(); //Looking Right if (_LookDirection.X >= 0) { //On the ground if (_WasOnGround) { //Walking forward if (_WalkDirection > 0) { _CurrentTexture = _Player_TexId_Walking_R; } //Walking backward else if (_WalkDirection < 0) { _CurrentTexture = _Player_TexId_Walking_Reverse_R; } //Standing else { _CurrentTexture = _Player_TexId_Standing_R; } } //Jumping else { _CurrentTexture = _Player_TexId_Jumping_R; } } //Looking Left else { //On the ground if (_WasOnGround) { //Walking forward if (_WalkDirection < 0) { _CurrentTexture = _Player_TexId_Walking_L; } //Walking backward else if (_WalkDirection > 0) { _CurrentTexture = _Player_TexId_Walking_Reverse_L; } //Standing else { _CurrentTexture = _Player_TexId_Standing_L; } } //Jumping else { _CurrentTexture = _Player_TexId_Jumping_L; } } }