public BattleScreen(PikeAndShotGame game) { _game = game; playerInPlay = true; //shot and clean up arrays _shots = new ArrayList(40); _deadThings = new ArrayList(40); _moreDeadThings = new ArrayList(2); _newThings = new ArrayList(40); _deadFormations = new ArrayList(20); //arrays for collisions _screenObjects = new ArrayList(40); _screenObjectsToAdd = new ArrayList(40); _screenColliders = new ArrayList(40); _screenAnimations = new ArrayList(40); _screenAnimationsToAdd = new ArrayList(40); _enemyFormationsToAdd = new ArrayList(3); _enemyFormations = new ArrayList(25); _looseSoldiers = new ArrayList(40); unlooseSoldiers = new ArrayList(5); previousKeyboardState = Keyboard.GetState(); _elapsedTime = 0.0; _mapOffset = new Vector2(0f, 0f); _drawDots = false; _terrain = new ArrayList(20); _drawJobs = new ArrayList(255); }
public FormationEditorScreen(PikeAndShotGame game) : base(game) { _formation = new Formation(this, 600, 200, 5, SIDE_ENEMY); _pattern = new List<LevelPipeline.PatternActionContent>(); _actions = new List<int>(1); _actions.Add(PatternAction.ACTION_IDLE); _currPatternAction = new LevelPipeline.PatternActionContent(_actions, 0f); _fileCount = 0; }
static void Main(string[] args) { //Application.EnableVisualStyles(); //Application.SetCompatibleTextRenderingDefault(false); using (PikeAndShotGame game = new PikeAndShotGame()) { game.Run(); } }
public BattleScreen(PikeAndShotGame game) { _game = game; _active = false; //shot and clean up arrays _shots = new ArrayList(40); _deadThings = new ArrayList(40); _moreDeadThings = new ArrayList(2); _newThings = new ArrayList(40); _deadFormations = new ArrayList(20); //arrays for collisions _screenObjects = new ArrayList(40); _screenObjectsToAdd = new ArrayList(40); _screenColliders = new ArrayList(40); _screenNonColliders = new ArrayList(20); _screenAnimations = new ArrayList(40); _screenAnimationsToAdd = new ArrayList(40); _enemyFormationsToAdd = new ArrayList(3); _enemyFormations = new ArrayList(25); _looseSoldiers = new ArrayList(40); unlooseSoldiers = new ArrayList(5); previousKeyboardState = Keyboard.GetState(); _elapsedTime = 0.0; _mapOffset = new Vector2(0f, 0f); _drawDots = false; _terrain = new ArrayList(20); for (int i = 0; i < 100; i++) { _terrain.Add(new Terrain(this, PikeAndShotGame.ROAD_TERRAIN[PikeAndShotGame.random.Next(7)], SIDE_PLAYER, PikeAndShotGame.random.Next(PikeAndShotGame.SCREENWIDTH), PikeAndShotGame.random.Next(PikeAndShotGame.SCREENHEIGHT))); } _drawJobs = new ArrayList(255); }
public LevelScreen(PikeAndShotGame game, Level level) : base(game) { _levelData = level; playerInPlay = false; _formation = new Formation(this, -300, PikeAndShotGame.SCREENHEIGHT/2 - Soldier.HEIGHT*5, 20, SIDE_PLAYER); if (PikeAndShotGame.TEST_BOSS) cFormation = new ColmillosFormation(this, 800, 500); //_formation.addSoldier(new Colmillos(this, 200, 200, BattleScreen.SIDE_PLAYER)); //_formation.addSoldier(new Wolf(this, 200, 200, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Pikeman(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Pikeman(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Pikeman(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Pikeman(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Pikeman(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Pikeman(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Pikeman(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Leader(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Arquebusier(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Arquebusier(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Arquebusier(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Arquebusier(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Arquebusier(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Arquebusier(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _formation.addSoldier(new Arquebusier(this, _formation._position.X, _formation._position.Y, BattleScreen.SIDE_PLAYER)); _coins = MAX_COINS/2; _doubleCoins = 0; _coinSprites = new ArrayList(20); _doppelCoinSprites = new ArrayList(20); coinMeterPosition = new Vector2(COIN_METER_POSITION.X, COIN_METER_POSITION.Y); _usedFormations = new List<int>(_levelData != null ?_levelData.formations.Count:20); _usedTerrain = new List<int>(_levelData != null ? _levelData.formations.Count : 20); _spawners = new ArrayList(2); _deadSpawners = new ArrayList(2); for (int i = 0; i < _coins; i++) { _coinSprites.Add(new Coin(this, BASE_COIN_START_POSITION, new Vector2(BASE_COIN_POSITION.X, BASE_COIN_POSITION.Y - i * 4f))); } _coinMeter = new Sprite(PikeAndShotGame.COIN_METER, new Rectangle(0, 0, 36, 94), 36, 94, false, true, 128, new Color(Color.Yellow.R, Color.Yellow.G, 100), 2); _coinMeterHurt = new Sprite(PikeAndShotGame.COIN_METER, new Rectangle(0, 0, 36, 94), 36, 94, false, true, 128, Color.Red,2); _doppelMeter = new Sprite(PikeAndShotGame.DOPPEL_METER, new Rectangle(0, 0, 36, 100), 36, 100, false, true, 80, Color.White, 0.5f); _doppelMeterHurt = new Sprite(PikeAndShotGame.DOPPEL_METER, new Rectangle(0, 0, 36, 100), 36, 100, false, true, 80, Color.Red, 2f); _coinMeterTimer = 0f; lootSpills = new LootSpill[4]; for (int i = 0; i < 4; i++) { lootSpills[i] = new LootSpill(this, Vector2.Zero, 0f, Vector2.Zero); } coinsDone = new ArrayList(); shotSounds = new ArrayList(5); shotSounds.Add(PikeAndShotGame.SHOT_0.CreateInstance()); shotSounds.Add(PikeAndShotGame.SHOT_1.CreateInstance()); shotSounds.Add(PikeAndShotGame.SHOT_2.CreateInstance()); shotSounds.Add(PikeAndShotGame.SHOT_3.CreateInstance()); shotSounds.Add(PikeAndShotGame.SHOT_4.CreateInstance()); foreach (SoundEffectInstance sfx in shotSounds) sfx.Volume = 0.5f; ((SoundEffectInstance)shotSounds[3]).Volume = 0.25f; ((SoundEffectInstance)shotSounds[4]).Volume = 0.25f; pikeSounds = new ArrayList(6); pikeSounds.Add(PikeAndShotGame.PIKE_0.CreateInstance()); pikeSounds.Add(PikeAndShotGame.PIKE_1.CreateInstance()); pikeSounds.Add(PikeAndShotGame.PIKE_2.CreateInstance()); pikeSounds.Add(PikeAndShotGame.PIKE_3.CreateInstance()); pikeSounds.Add(PikeAndShotGame.PIKE_4.CreateInstance()); pikeSounds.Add(PikeAndShotGame.PIKE_5.CreateInstance()); foreach (SoundEffectInstance sfx in pikeSounds) sfx.Volume = 0.5f; meleeSounds = new ArrayList(6); meleeSounds.Add(PikeAndShotGame.MELEE_CLANG_0.CreateInstance()); meleeSounds.Add(PikeAndShotGame.MELEE_CLANG_1.CreateInstance()); meleeSounds.Add(PikeAndShotGame.MELEE_CLANG_2.CreateInstance()); meleeSounds.Add(PikeAndShotGame.MELEE_CLANG_0.CreateInstance()); meleeSounds.Add(PikeAndShotGame.MELEE_CLANG_1.CreateInstance()); meleeSounds.Add(PikeAndShotGame.MELEE_CLANG_2.CreateInstance()); foreach (SoundEffectInstance sfx in meleeSounds) sfx.Volume = 0.25f; MediaPlayer.IsRepeating = true; MediaPlayer.Volume = 0.5f; //MediaPlayer.Play(PikeAndShotGame.THEME_1); spawnInitialTerrain(); doppelType = true; }
public LevelEditorScreen(PikeAndShotGame game, LevelConstructorForm form) : base(game) { _levelData = form.getCurrLevel(); _pointerSprite = new Sprite(PikeAndShotGame.SWORD_POINTER, new Rectangle(0, 0, 18, 18), 18, 18); prevMouseState = Mouse.GetState(); _grabbedThing = null; _grabbedThings = new ArrayList(30); _listener = form; _oldMousePosition = new Vector2(0f, 0f); _boxSelecting = false; _boxMoving = false; }