public void startLevel(int level) { int xPos = 20; int yPos = 20; CombatBoard board = this.combatScreen.MyCombatBoard; List <Human> humans = board.getHumans(); foreach (Human human in humans) { CombatHUDPanel humanPanel = new CombatHUDPanel(lhg, human); humanPanel.Position = new Vector2(xPos, yPos); yPos += 75; humanPanels.Add(humanPanel); } xPos = 200; yPos = 20; List <Zombie> zombies = board.getZombies(); foreach (Zombie zombie in zombies) { CombatHUDPanel zombiePanel = new CombatHUDPanel(lhg, zombie); zombiePanel.Position = new Vector2(xPos, yPos); zombiePanels.Add(zombiePanel); } }
private GameEntities loadGameEntities(XmlNode gameEntitiesNode, CombatBoard board) { GameEntities gameEntities = new GameEntities(); XmlNodeList childNodes = gameEntitiesNode.ChildNodes; foreach (XmlNode childNode in childNodes) { switch (childNode.Name) { case "heroes": break; case "enemies": progress.updateProgress("Loading Enemies", "Loading Enemies", 40); loadEnemies(childNode, gameEntities, board); break; case "obstacles": progress.updateProgress("Loading Obstacles", "Loading Obstacles", 50); loadObstacles(childNode, gameEntities, board); break; } } return(gameEntities); }
public CombatScreen screen; // The Combat screen that is holding our board public CombatLocation(CombatBoard board, int i, int j) { this.board = board; this.i = i; this.j = j; this.screen = board.MyCombatScreen; }
private void loadObstacles(XmlNode obstaclesNode, GameEntities gameEntities, CombatBoard board) { XmlNodeList children = obstaclesNode.ChildNodes; foreach (XmlNode childNode in children) { Obstacle obstacle = obstacleFactory.createObstacleForCombat(board, childNode); if (obstacle != null) { gameEntities.addObstacle(obstacle); } } }
private void loadEnemies(XmlNode enemiesNode, GameEntities gameEntities, CombatBoard board) { XmlNodeList playerNodes = enemiesNode.ChildNodes; foreach (XmlNode playerNode in playerNodes) { if (playerNode.Name.Equals("player")) { Player player = playerFactory.createPlayerForCombat(board, playerNode); if (player != null) { gameEntities.addPlayer(player); } } } }
private CombatBoard loadBoard(XmlNode boardNode) { CombatBoard board = null; if (boardNode != null) { XmlNodeList boardChildren = boardNode.ChildNodes; foreach (XmlNode childNode in boardChildren) { switch (childNode.Name) { case "dimensions": int size = 0, height = 0, width = 0, xoffset = 0, yoffset = 0, penWidth = 0; bool isPointy = false; Color boardColor = Color.White; loadDimensions(childNode, ref size, ref height, ref width, ref xoffset, ref yoffset, ref penWidth, ref isPointy, ref boardColor); board = new CombatBoard(this.lhg, size, width, height, xoffset, yoffset, penWidth, isPointy, boardColor); break; case "colors": if (board != null) { Color backgroundColor = Color.Black, selectedPlayerColor = Color.Black, moveRadiusColor = Color.Black, moveSelectColor = Color.Black, attackRadiusColor = Color.Black; loadColors(childNode, ref backgroundColor, ref selectedPlayerColor, ref moveRadiusColor, ref moveSelectColor, ref attackRadiusColor); board.setHexColors(backgroundColor, selectedPlayerColor, moveRadiusColor, moveSelectColor, attackRadiusColor); } break; case "gameEntities": if (board != null) { GameEntities gameEntities = loadGameEntities(childNode, board); board.MyGameEntities = gameEntities; } break; } } } return(board); }
public CombatLocation(CombatBoard board, int i, int j, AnimationKey direction, Vector3 position) : this(board, i, j, direction) { this.position = position; }
public CombatLocation(CombatBoard board, int i, int j, AnimationKey direction) : this(board, i, j) { this.direction = direction; }