/// <summary> /// Adds a new player to the game /// </summary> /// <param name="spriteSheet">Sprite sheet to use for the player</param> /// <param name="frameWidth">Width of an individual frame on the sprite sheet</param> /// <param name="frameHeight">Height of an individual frame on the sprite sheet</param> /// <param name="inventorySelected">Sprite to use for indicating the selected slot in the inverntory</param> /// <param name="inventoryUnselected">Sprite to use for indicating an unselected slot in the inverntory</param> public static void AddPlayer(Texture2D spriteSheet, int frameWidth, int frameHeight, Texture2D inventorySelected, Texture2D inventoryUnselected, Texture2D inventory, Vector2 screenSize) { ItemManager.inventories[numPlayers] = new Inventory(inventorySelected, inventoryUnselected, inventory, numPlayers, screenSize); players[numPlayers] = new Player(spriteSheet, frameWidth, frameHeight, new Vector2(0,0), numPlayers++); }
public void PlayerSighted(Player player) { enemy.enemyState = new ChaseState(enemy, player); }
public void PlayerSighted(Player player) { if (relaxTime <= 0) { enemy.enemyState = new ChaseState(enemy, player); } }
public void PlayerSighted(Player player) { // already chasing, do nothing }
public ChaseState(Enemy enemy, Player player) { this.enemy = enemy; enemy.chasing = player; enemy.velocity = new Vector2(0, 0); }
/// <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() { // TODO: Add your initialization logic here Console.WriteLine("Choose what to test"); Console.WriteLine("-------------------"); Console.WriteLine("0. None"); Console.WriteLine("1. Item branch"); Console.WriteLine("2. Player branch"); Console.WriteLine("3. Level branch"); Console.WriteLine("4. Engine branch"); Console.WriteLine("5. Enemy branch"); Console.WriteLine("-------------------"); //String choice = Console.ReadLine(); String choice = "4"; Vector2 screenSize = new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); if (choice.Equals("1")) { Dictionary<String, Item> possibleItems = new Dictionary<String, Item>(); itemManager = new ItemManagerTest(this, possibleItems); } else { Dictionary<String, Item> possibleItems = new Dictionary<String, Item>(); possibleItems.Add("healthPotion", new Item("healthPotion", null, false, Content.Load<Texture2D>("healthpotion"), 32, 32, new Vector2(0, 0), screenSize)); possibleItems.Add("drugPotion", new Item("drugPotion", null, false, Content.Load<Texture2D>("drugpotion"), 32, 32, new Vector2(0,0), screenSize)); // add stuff here itemManager = new ItemManager(this, possibleItems); } if (choice.Equals("2")) { Console.WriteLine("Testing player"); player = new PlayerTest(Content.Load<Texture2D>("player"), 32, 32, new Vector2(32,32), screenSize, this); } else { player = new Player(Content.Load<Texture2D>("player"), 32, 32, new Vector2(48, 48), screenSize, this); } if (choice.Equals("3")) { Dictionary<String, Block> possibleBlocks = new Dictionary<String, Block>(); level = new LevelTest(this, possibleBlocks); } else { Dictionary<String, Block> possibleBlocks = new Dictionary<String, Block>(); level = new Level(this, possibleBlocks); } if (choice.Equals("4")) { engine = new EngineTest(this); } else { engine = new Engine(this); } if (choice.Equals("5")) { //enemyManager = new TestEnemyManager(this); } else { //enemyManager = new EnemyManager(this); } base.Initialize(); }