protected PlayerSprite( MonoGameQuest game, string spriteSheetName, int pixelWidth, int pixelHeight, int pixelOffsetX, int pixelOffsetY, Vector2 coordinatePosition) : base(game, game.Content.Load<Texture2D>(string.Concat(@"images\", spriteSheetName)), pixelWidth, pixelHeight, pixelOffsetX, pixelOffsetY) { PixelHeight = pixelHeight; PixelWidth = pixelWidth; PixelOffsetX = pixelOffsetX; PixelOffsetY = pixelOffsetY; CoordinatePosition = coordinatePosition; DrawOrder = Constants.DrawOrder.Sprites; UpdateOrder = Constants.UpdateOrder.Sprites; _animations = new Dictionary<Tuple<AnimationType, Direction>, PlayerSpriteAnimation>(); // update the pixel position for the starting coordinate position: TranslateCoordinatePositionToPixelPosition(); }
public PathfindingBox(MonoGameQuest game) : base(game) { _sprite = new Sprite( game, game.Content.Load<Texture2D>("images/target"), 16, 16, 0, 0); _sprite.CurrentAnimation = new Animation( _sprite.SpriteSheet, 0, 16, 16, 4, 50); _sprite.BlendState = BlendState.NonPremultiplied; _sprite.DrawOrder = Constants.DrawOrder.CursorBox; _sprite.Enabled = false; _sprite.SamplerState = SamplerState.PointClamp; _sprite.UpdateOrder = Constants.UpdateOrder.Cursor; _sprite.Visible = false; game.Components.Add(_sprite); UpdateOrder = Constants.UpdateOrder.Cursor; }
public Display(MonoGameQuest game) : base(game) { Scale = 1; UpdateOrder = Constants.UpdateOrder.Display; UpdateScale(Game.GraphicsDevice.PresentationParameters); }
public Cursor(MonoGameQuest game) : base(game) { DrawOrder = Constants.DrawOrder.CursorBox; UpdateOrder = Constants.UpdateOrder.Cursor; _sprite = new Hand(game); Game.Components.Add(_sprite); }
public Player(MonoGameQuest game) : base(game) { _movement = new Stack<Action>(); _pathfinder = new Pathfinder(); Orientation = Direction.Down; Path = new Queue<Vector2>(); UpdateOrder = Constants.UpdateOrder.Models; }
public Hand(MonoGameQuest game) : base(game: game, spriteSheet: game.Content.Load<Texture2D>("images/hand"), pixelWidth: 14, pixelHeight: 14) { CurrentAnimation = new Animation( spriteSheet: SpriteSheet, spriteSheetRow: 0, framePixelWidth: 14, framePixelHeight: 14, framesLength: 1); }
public CursorSprite( MonoGameQuest game, Texture2D spriteSheet, int pixelWidth, int pixelHeight) : base(game: game, spriteSheet: spriteSheet, pixelWidth: pixelWidth, pixelHeight: pixelHeight, pixelOffsetX: 0, pixelOffsetY: 0) { DrawOrder = Constants.DrawOrder.Cursor; UpdateOrder = Constants.UpdateOrder.Sprites; }
public Map(MonoGameQuest game) : base(game) { var tmxMap = new TmxMap(@"Content\map\map.tmx"); CoordinateHeight = tmxMap.Height; CoordinateWidth = tmxMap.Width; CoordinateTerminus = new Vector2( CoordinateWidth - 1f, CoordinateHeight - 1f); PixelTileHeight = tmxMap.TileHeight; PixelTileWidth = tmxMap.TileWidth; _locations = new Dictionary<Vector2, List<int>>(); foreach (var layer in tmxMap.Layers) { if (!layer.Visible || layer.Name.Equals("entities", StringComparison.OrdinalIgnoreCase)) continue; foreach (var tile in layer.Tiles) { if (tile.Gid > 0) { var position = new Vector2(tile.X, tile.Y); if (!_locations.ContainsKey(position)) _locations.Add(position, new List<int>()); _locations[position].Add(tile.Gid); } } } BackgroundColor = new Color( r: tmxMap.BackgroundColor.R, g: tmxMap.BackgroundColor.G, b: tmxMap.BackgroundColor.R); UpdateOrder = Constants.UpdateOrder.Map; }
public ClothArmor(MonoGameQuest game, Vector2 coordinatePosition) : base(game: game, spriteSheetName: "clotharmor", pixelWidth: 32, pixelHeight: 32, pixelOffsetX: -8, pixelOffsetY: -12, coordinatePosition: coordinatePosition) { AddAnimation( AnimationType.Idle, Direction.Up, spriteSheetRow: 5, framesLength: 2, frameDuration: Constants.DefaultIdleSpeed); AddAnimation( AnimationType.Idle, Direction.Down, spriteSheetRow: 8, framesLength: 2, frameDuration: Constants.DefaultIdleSpeed); AddAnimation( AnimationType.Idle, Direction.Left, spriteSheetRow: 2, framesLength: 2, frameDuration: Constants.DefaultIdleSpeed, flipHorizontally: true); AddAnimation( AnimationType.Idle, Direction.Right, spriteSheetRow: 2, framesLength: 2, frameDuration: Constants.DefaultIdleSpeed); AddAnimation( AnimationType.Walk, Direction.Up, spriteSheetRow: 4, framesLength: 4, frameDuration: Constants.DefaultWalkSpeed); AddAnimation( AnimationType.Walk, Direction.Down, spriteSheetRow: 7, framesLength: 4, frameDuration: Constants.DefaultWalkSpeed); AddAnimation( AnimationType.Walk, Direction.Left, spriteSheetRow: 1, framesLength: 4, frameDuration: Constants.DefaultWalkSpeed, flipHorizontally: true); AddAnimation( AnimationType.Walk, Direction.Right, spriteSheetRow: 1, framesLength: 4, frameDuration: Constants.DefaultWalkSpeed); }
protected MonoGameQuestComponent(MonoGameQuest game) : base(game) { }
protected MonoGameQuestDrawableComponent(MonoGameQuest game) : base(game) { }
public Terrain(MonoGameQuest game) : base(game) { DrawOrder = Constants.DrawOrder.Terrain; UpdateOrder = Constants.UpdateOrder.Terrain; }
public DebugInfo(MonoGameQuest game) : base(game) { DrawOrder = Constants.DrawOrder.Debug; UpdateOrder = Constants.UpdateOrder.Debug; }
static void Main() { using (var game = new MonoGameQuest()) game.Run(); }