コード例 #1
0
ファイル: HUD.cs プロジェクト: ripark/KeysToInsanity
 // player picked up a key
 public void addKey(Key k)
 {
     k.addTo(hudSprites);
 }
コード例 #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            if (DRAW_BOUNDING_BOXES)
            {
                BOUNDING_BOX = new Texture2D(GraphicsDevice, 1, 1);
                BOUNDING_BOX.SetData(new[] { Color.White });
            }

            if (DRAW_MOVEMENT_VECTORS)
                MOVEMENT_VECTOR = Content.Load<Texture2D>("arrow");

            // Gentleman
            theGentleman = new TheGentleman(this);
            theGentleman.addTo(characterSprites);
            theGentleman.spritePos = new Vector2(370, 790);

            // Heads up display (HUD)
            hud = new HUD(this, GraphicsDevice);

            // static sprites - test code. To be replaced by a level loader (XML maybe)
            background = new BasicBackground(this, "padded_background");
            BasicSprite leftWall = new BasicSprite(this, "padded_wall_left", true);
            leftWall.spritePos = new Vector2(0, 0);
            leftWall.spriteSize = new Point(30, GraphicsDevice.Viewport.Height);
            BasicSprite rightWall = new BasicSprite(this, "padded_wall_right", true);
            rightWall.spritePos = new Vector2(GraphicsDevice.Viewport.Width - 30, 0);
            rightWall.spriteSize = new Point(30, GraphicsDevice.Viewport.Height);
            BasicSprite door = new BasicSprite(this, "closed_door_left_metal", false);
            door.spritePos = new Vector2(GraphicsDevice.Viewport.Width - 35, GraphicsDevice.Viewport.Height - 140);
            door.spriteSize = new Point(25, 120);
            BasicSprite floor = new BasicSprite(this, "padded_floor", true);
            floor.spritePos = new Vector2(0, GraphicsDevice.Viewport.Height - 30);
            floor.spriteSize = new Point(GraphicsDevice.Viewport.Width, 30);
            Key key = new Key(this, hud); // key requires a HUD to go to
            key.spritePos = new Vector2(30, GraphicsDevice.Viewport.Height - 80);
            key.eventCallback += new GameEventHandler(testEvents);
            HatHanger hanger = new HatHanger(this);
            hanger.spritePos = new Vector2(550, GraphicsDevice.Viewport.Height - 120);
            BasicSprite bed = new BasicSprite(this, "bed", false);
            bed.spritePos = new Vector2(350, GraphicsDevice.Viewport.Height - 60);
            bed.spriteSize = new Point(70, 55);

            floor.addTo(staticSprites);
            rightWall.addTo(staticSprites);
            leftWall.addTo(staticSprites);
            key.addTo(staticSprites);
            hanger.addTo(staticSprites);
            bed.addTo(staticSprites);
            door.addTo(staticSprites);

            /* for now, the input is created here, however later we will want
               to create it earlier in order to provide input before everything is loaded
            */
            input = new BasicInput(this, theGentleman);

            //testSound = new Sound(this, "SoundFX/Music/Op9No2Session");
            //testSound.play(true);

            // TODO: use this.Content to load your game content here
            // ^ this is now being done in our Basic classes
        }
コード例 #3
0
ファイル: Stage.cs プロジェクト: nrkramer/KeysToInsanity
 public void setKey(Key k)
 {
     k.addTo(statics);
     k.addTo(collidables);
     key = k;
 }