public EnemyGhost(Texture2D tex, Vector2 pos, Player player, PokemonGeodude geodude) : base(tex, pos, geodude) { tileSize = new Point(64, 64); this.player = player; isActive = true; isHit = false; healthPoints = 200; effect = SpriteEffects.None; enemyState = EnemyState.Patrol; moveDir = new Vector2(50, 50); velocity = new Vector2(1, 1); startVelocity = velocity; chasingRange = 250; rand = new Random(); randomizationPeriod = 2; hitBox = new Rectangle((int)pos.X, (int)pos.Y, tileSize.X, tileSize.Y); srRect = new Rectangle(0, 0, tex.Width / 6, tex.Height); frameInterval = 100; spritesFrame = 6; }
public EnemyRanged(Texture2D tex, Vector2 pos, Player player, PokemonGeodude geodude) : base(tex, pos, geodude) { //bulletList = new List<Bullet>(); this.tex = tex; this.pos = pos; this.geodude = geodude; this.player = player; bulletOffset = new Vector2(0, tex.Height / 2); isActive = true; tileSize = new Point(64, 64); hitBox = new Rectangle((int)pos.X, (int)pos.Y, tileSize.X, tileSize.Y); srRect = new Rectangle(0, 0, tex.Width / 4, tex.Height); spritesFrame = 4; frameInterval = 100; shotCount = 1; shootCD = 0; //bulletOffset = new Vector2(0, -(tex.Height / 2)); moveDir = new Vector2(50, 50); healthPoints = 100; chasingRange = 250; enemyState = EnemyState.Patrol; }
public EnemyGreed(Texture2D tex, Vector2 pos, Player player, PokemonGeodude geodude) : base(tex, pos, geodude) { this.player = player; tileSize = new Point(128, 128); greedBulletList = new List <Bullet>(); isActive = true; isHit = false; shotCount = 1; shootCD = 0; effect = SpriteEffects.None; moveDir = new Vector2(50, 50); enemyState = EnemyState.Patrol; velocity = new Vector2(1, 0); startVelocity = velocity; chasingRange = 2000; randomizationPeriod = 4; rand = new Random(); hitBox = new Rectangle((int)pos.X, (int)pos.Y, tileSize.X, tileSize.Y); srRect = new Rectangle(0, 0, tex.Width / 5, tex.Height); healthPoints = 2000; frameInterval = 100; spritesFrame = 5; spriteSize = 128; }
public EnemyType(Texture2D tex, Vector2 pos /*, GameWindow window*/, PokemonGeodude geodude) : base(tex, pos) { this.geodude = geodude; }
public void LoadMap(string fileName) { objectList = new List <GameObject>(); inventory = new List <GameObject>(); inventoryArray = new Inventory[3, 3]; backgroundArray = new Background[12, 12]; powerUpList = new List <PowerUp>(); enemyList = new List <EnemyType>(); List <string> stringList = ReadFromFile(fileName); #region Inventory Slots for (int i = 0; i < inventoryArray.GetLength(0); i++) { for (int j = 0; j < inventoryArray.GetLength(1); j++) { inventoryArray[i, j] = new Inventory(AssetManager.inventorySlot, new Vector2(64 * i, 64 * j)); objectList.Add(inventoryArray[i, j]); } } #endregion #region Background int backgroundOffset = -2700; for (int i = 0; i < backgroundArray.GetLength(0); i++) { for (int j = 0; j < backgroundArray.GetLength(1); j++) { backgroundArray[i, j] = new Background(AssetManager.backgroundLvl1, new Vector2(backgroundOffset + AssetManager.backgroundLvl1.Width * i, backgroundOffset + AssetManager.backgroundLvl1.Height * j)); } } #endregion #region DGPlatforms if (GamePlayManager.levelNumber == 1 || GamePlayManager.levelNumber == 2) { platformPos = ParseVectorArray(stringList[2]); //This is the first platform CreatePlatform(AssetManager.longPlatform, platformPos); platformPos = ParseVectorArray(stringList[3]); //This is the taller version of the platform CreatePlatform(AssetManager.tallPlatform, platformPos); platformPos = ParseVectorArray(stringList[4]); //This is the smallest platform CreatePlatform(AssetManager.smallPlatform, platformPos); } #endregion #region BluePlatforms if (GamePlayManager.levelNumber == 3 || GamePlayManager.levelNumber == 4) { platformPos = ParseVectorArray(stringList[2]); CreatePlatform(AssetManager.leftTileBlue, platformPos); platformPos = ParseVectorArray(stringList[3]); CreatePlatform(AssetManager.blockBlue, platformPos); platformPos = ParseVectorArray(stringList[4]); CreatePlatform(AssetManager.centerTileBlue, platformPos); //platformPos = ParseVectorArray(stringList[5]); //CreatePlatform(AssetManager.leftLTileBlue, platformPos); //platformPos = ParseVectorArray(stringList[6]); //CreatePlatform(AssetManager.rightLTileBlue, platformPos); platformPos = ParseVectorArray(stringList[7]); CreatePlatform(AssetManager.rightTileBlue, platformPos); platformPos = ParseVectorArray(stringList[8]); CreatePlatform(AssetManager.tallTileBlue, platformPos); } #endregion #region WhitePlatforms if (GamePlayManager.levelNumber == 5 || GamePlayManager.levelNumber == 6) { platformPos = ParseVectorArray(stringList[2]); CreatePlatform(AssetManager.leftTileWhite, platformPos); platformPos = ParseVectorArray(stringList[3]); CreatePlatform(AssetManager.blockWhite, platformPos); platformPos = ParseVectorArray(stringList[4]); CreatePlatform(AssetManager.centerTileWhite, platformPos); //platformPos = ParseVectorArray(stringList[5]); //CreatePlatform(AssetManager.leftLTileWhite, platformPos); //platformPos = ParseVectorArray(stringList[6]); //CreatePlatform(AssetManager.rightLTileWhite, platformPos); platformPos = ParseVectorArray(stringList[7]); CreatePlatform(AssetManager.rightTileWhite, platformPos); platformPos = ParseVectorArray(stringList[8]); CreatePlatform(AssetManager.tallTileWhite, platformPos); } #endregion #region Doors doorOpen = true; doorPos = ParsePos(stringList[10]); door = new Door(AssetManager.closedDoor, doorPos, doorOpen); objectList.Add(door); doorOpen = false; doorPos = ParsePos(stringList[11]); door = new Door(AssetManager.closedDoor, doorPos, doorOpen); objectList.Add(door); #endregion #region Magnet PowerUp magnetPos = ParsePos(stringList[25]); powerUp = new PowerUp(AssetManager.magnet, magnetPos); powerUpList.Add(powerUp); objectList.Add(powerUp); #endregion #region Energy PowerUp energyPos = ParsePos(stringList[28]); powerUp = new PowerUp(AssetManager.energy, energyPos); powerUpList.Add(powerUp); objectList.Add(powerUp); #endregion #region Star PowerUp starPos = ParsePos(stringList[26]); powerUp = new PowerUp(AssetManager.star2, starPos); powerUpList.Add(powerUp); objectList.Add(powerUp); #endregion #region Key keyPos = ParsePos(stringList[27]); key = new Key(AssetManager.keySprite, keyPos); objectList.Add(key); #endregion #region Pokemonball PowerUp pokemonballPos = ParsePos(stringList[24]); powerUp = new PowerUp(AssetManager.pokeball, pokemonballPos); powerUpList.Add(powerUp); objectList.Add(powerUp); #endregion #region Player's Start Position playerPos = ParsePos(stringList[0]); player = new Player(AssetManager.idlePlayer, playerPos, Game1.window, powerUpList); objectList.Add(player); #endregion #region Geodude PowerUp geodude = new PokemonGeodude(AssetManager.pokemonGeodude, new Vector2(player.Position.X - 100, player.Position.Y), powerUp, player, enemyList); objectList.Add(geodude); #endregion #region EnemyGhost enemyGhostPos = ParseVectorArray(stringList[12]); CreateEnemyGhost(AssetManager.enemyGhost, enemyGhostPos); #endregion #region EnemySkeleton enemySkeletonPos = ParseVectorArray(stringList[13]); CreateEnemySkeleton(AssetManager.enemySkeleton, enemySkeletonPos); #endregion #region EnemyLust enemyPos = ParsePos(stringList[14]); enemyLust = new EnemyLust(AssetManager.bossCleopatra, enemyPos /*, Game1.window*/, player, geodude); enemyList.Add(enemyLust); objectList.Add(enemyLust); #endregion #region EnemyGreed enemyPos = ParsePos(stringList[16]); enemyGreed = new EnemyGreed(AssetManager.bossAlighiero, enemyPos, player, geodude); enemyList.Add(enemyGreed); objectList.Add(enemyGreed); #endregion #region EnemyRanged enemyRangedPos = ParseVectorArray(stringList[15]); CreateEnemyRanged(AssetManager.enemyBug, enemyRangedPos); #endregion #region Item Spawn itemPos = ParseVectorArray(stringList[20]); for (int i = 0; i < itemPos.Length; i++) { random = rand.Next(0, 3); item = new Item(random, AssetManager.item, itemPos[i], inventoryArray); objectList.Add(item); } #endregion #region Wings PowerUp wingsPos = ParsePos(stringList[22]); powerUp = new PowerUp(AssetManager.wing, wingsPos); powerUpList.Add(powerUp); objectList.Add(powerUp); #endregion #region Boots PowerUp bootsPos = ParsePos(stringList[23]); powerUp = new PowerUp(AssetManager.boots, bootsPos); powerUpList.Add(powerUp); objectList.Add(powerUp); #endregion #region Coin coinPos = ParseVectorArray(stringList[13]); CreateCoin(AssetManager.coin, coinPos); #endregion }