public Boolean Equals(MenuState b) { if (this.getName().Equals(b.getName())) { return true; } return false; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { controllerInput = new GamePadState[GameConfig.MAX_PLAYERS]; prevInput = new GamePadState[GameConfig.MAX_PLAYERS]; players = new Entity[GameConfig.MAX_PLAYERS]; time = new float[GameConfig.MAX_PLAYERS]; pressShoot = new bool[GameConfig.MAX_PLAYERS]; // TODO: Add your initialization logic here players[0] = new KTYD.Model.Character(500, 100, 0, EntityType.PLAYER, GameConfig.IMG_BASE_BLUE, Weapon.createPistol()); players[1] = new KTYD.Model.Character(600,200,0, EntityType.PLAYER, GameConfig.IMG_BASE_RED, Weapon.createPistol()); //players[2] = new Entity(700,200,0, EntityType.PLAYER, GameConfig.IMG_BASE_ORANGE, KTYD.Model.BulletType.PISTOL); //players[3] = new Entity(800,400,0, EntityType.PLAYER, GameConfig.IMG_BASE_GREEN, KTYD.Model.BulletType.PISTOL); item1 = new KTYD.Model.Item(100, 100, Model.ItemType.M16_WEAPON); item2 = new KTYD.Model.Item(100, 100, Model.ItemType.FLAME_WEAPON); /* Load VIEW */ gameView = new View.View(); gameView.setCameraDimension(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); GameConfig.SCREEN_RES_X = GraphicsDevice.Viewport.Width; GameConfig.SCREEN_RES_Y = GraphicsDevice.Viewport.Height; gameView.loadViewPort(GraphicsDevice.Viewport); gamePlayers = new Controller.Players(); gameMap = new Model.Map(gamePlayers); gameMap.setDimension(GameConfig.LEVEL_WIDTH,GameConfig.LEVEL_HEIGHT); /* Load all players into map and player controller */ for (int i = 0; i < GameConfig.MAX_PLAYERS; ++i) { gameMap.loadEntity(players[i]); } // Initialize time for (int i = 0; i < GameConfig.MAX_PLAYERS; ++i) { time[i] = 0; pressShoot[i] = false; } //gameMap.loadEntity(e1); // Load first enemy gameMap.loadEntity(item1); // Load first item gameMap.loadEntity(item2); // Register observers to objects gameMap.register(gameView); gameMap.register(gamePlayers); // Load the map to the View gameView.loadMap(gameMap); if(currentGameState ==gameState.PLAYMODE) { myMenuState = new GameState.Playmode(currentGameState, gameMap, false, input, pressShoot, storeTime, time, gamePlayers,c, gameView); } base.Initialize(); }