private void CreatePlayer(int playerIndex) { PlayerEvent playerEvent = new PlayerEvent(); Player player = PlayerFactory.CreatePlayer(physicsSystem.world, (PlayerIndex)playerIndex, playerEvent, Vector2.Zero); entityManager.Add(player); Viewport playerViewport = defaultViewport; if ((PlayerIndex)playerIndex == PlayerIndex.One) { playerViewport = topLeftViewport; } else if ((PlayerIndex)playerIndex == PlayerIndex.Two) { playerViewport = topRightViewport; } else if ((PlayerIndex)playerIndex == PlayerIndex.Three) { playerViewport = bottomLeftViewport; } else if ((PlayerIndex)playerIndex == PlayerIndex.Four) { playerViewport = bottomRightViewport; } PlayerRepresentation playerRepresentation = PlayerFactory.CreatePlayerRepresentation(player, playerEvent, Content, playerViewport, map.LevelMap.Width, map.LevelMap.Height); representationManager.Add(playerRepresentation); PlayerController playerController = PlayerFactory.CreatePlayerController(player); controllerManager.Add(playerController); }
public static Player CreatePlayer(World world, PlayerIndex playerIndex, PlayerEvent playerEvent, Vector2 playerPosition) { ConfigFile configFile = new ConfigFile(Player.SettingsIni); int health = configFile.SettingGroups[generalSettings].Settings["health"].GetValueAsInt(); bool enableWallJumping = configFile.SettingGroups[generalSettings].Settings["enableWallJumping"].GetValueAsBool(); bool enableWallSliding = configFile.SettingGroups[generalSettings].Settings["enableWallSliding"].GetValueAsBool(); bool enableShooting = configFile.SettingGroups[generalSettings].Settings["enableShooting"].GetValueAsBool(); Player player = new Player(world, (PlayerIndex)playerIndex, playerEvent); player.SetUpPlayer(playerPosition, health); if (enableWallJumping) { player.enableWallJumping(); } if (enableWallSliding) { player.enableWallSliding(); } if (enableShooting) { player.enableShooting(); } return(player); }
public static PlayerRepresentation CreatePlayerRepresentation(Player player, PlayerEvent playerEvent, ContentManager content, Viewport playerViewport, float levelWidth, float levelHeight) { PlayerRepresentation playerRepresentation = new PlayerRepresentation(player, playerEvent); playerRepresentation.LoadContent(content); playerRepresentation.SetUpCamera(playerViewport, levelWidth, levelHeight); return playerRepresentation; }
// Constructor public PlayerRepresentation(Player player, PlayerEvent playerEvent) : base(player) { this.player = player; this.playerEvent = playerEvent; this.color = Color.White; dashTrailEmitter = new TrailParticleEmitter(); }
public static PlayerRepresentation CreatePlayerRepresentation(Player player, PlayerEvent playerEvent, ContentManager content, Viewport playerViewport, float levelWidth, float levelHeight) { PlayerRepresentation playerRepresentation = new PlayerRepresentation(player, playerEvent); playerRepresentation.LoadContent(content); playerRepresentation.SetUpCamera(playerViewport, levelWidth, levelHeight); return(playerRepresentation); }
public static Player CreatePlayer(World world, PlayerIndex playerIndex, PlayerEvent playerEvent, Vector2 playerPosition) { ConfigFile configFile = new ConfigFile(Player.SettingsIni); int health = configFile.SettingGroups[generalSettings].Settings["health"].GetValueAsInt(); bool enableWallJumping = configFile.SettingGroups[generalSettings].Settings["enableWallJumping"].GetValueAsBool(); bool enableWallSliding = configFile.SettingGroups[generalSettings].Settings["enableWallSliding"].GetValueAsBool(); bool enableShooting = configFile.SettingGroups[generalSettings].Settings["enableShooting"].GetValueAsBool(); Player player = new Player(world, (PlayerIndex)playerIndex, playerEvent); player.SetUpPlayer(playerPosition, health); if (enableWallJumping) player.enableWallJumping(); if (enableWallSliding) player.enableWallSliding(); if (enableShooting) player.enableShooting(); return player; }
// Constructor public Player(World world, PlayerIndex playerIndex, PlayerEvent playerEvent) : base(world) { // Load resources ConfigFile configFile = new ConfigFile(SettingsIni); screenWidth = configFile.SettingGroups[initSettings].Settings["screenWidth"].GetValueAsFloat(); screenHeight = configFile.SettingGroups[initSettings].Settings["screenHeight"].GetValueAsFloat(); jumpDelay = configFile.SettingGroups[initSettings].Settings["jumpDelay"].GetValueAsFloat(); jumpStateBufferDelay = configFile.SettingGroups[initSettings].Settings["jumpStateBufferDelay"].GetValueAsFloat(); hitDelay = configFile.SettingGroups[initSettings].Settings["hitDelay"].GetValueAsFloat(); recoveryDelay = configFile.SettingGroups[initSettings].Settings["recoveryDelay"].GetValueAsFloat(); respawnDelay = configFile.SettingGroups[initSettings].Settings["respawnDelay"].GetValueAsFloat(); swordDistance = configFile.SettingGroups[initSettings].Settings["swordDistance"].GetValueAsFloat(); addedSwordDistanceWhenRunning = configFile.SettingGroups[initSettings].Settings["addedSwordDistanceWhenRunning"].GetValueAsFloat(); addedSwordDistanceWhenDashing = configFile.SettingGroups[initSettings].Settings["addedSwordDistanceWhenDashing"].GetValueAsFloat(); dashDelay = configFile.SettingGroups[initSettings].Settings["dashDelay"].GetValueAsFloat(); this.PlayerIndex = playerIndex; this.playerEvent = playerEvent; this.PhysicsContainer = new PhysicsContainer <PlayerPhysicsCharacter>(); wallJumpEnabled = false; wallSlideEnabled = false; shootEnabled = false; canJump = false; canWallJump = false; // Accessories: this.Gun = null; this.Gun = new PlayerWeapon(world, this); this.Gun.SetUpWeapon(2, 0.3f, 20, 5, 200f, 1f, true); this.Sword = null; this.Sword = new PlayerWeapon(world, this); this.Sword.SetUpWeapon(1, 0.8f, 10, 36, swordDistance, 3f, false); this.Sword.RotateWhenShooting(40f, 0, 180); }
private void CreatePlayer(int playerIndex) { PlayerEvent playerEvent = new PlayerEvent(); Player player = PlayerFactory.CreatePlayer(physicsSystem.world, (PlayerIndex)playerIndex, playerEvent, Vector2.Zero); entityManager.Add(player); Viewport playerViewport = defaultViewport; if ((PlayerIndex)playerIndex == PlayerIndex.One) playerViewport = topLeftViewport; else if ((PlayerIndex)playerIndex == PlayerIndex.Two) playerViewport = topRightViewport; else if ((PlayerIndex)playerIndex == PlayerIndex.Three) playerViewport = bottomLeftViewport; else if ((PlayerIndex)playerIndex == PlayerIndex.Four) playerViewport = bottomRightViewport; PlayerRepresentation playerRepresentation = PlayerFactory.CreatePlayerRepresentation(player, playerEvent, Content, playerViewport, map.LevelMap.Width, map.LevelMap.Height); representationManager.Add(playerRepresentation); PlayerController playerController = PlayerFactory.CreatePlayerController(player); controllerManager.Add(playerController); }
// Constructor public Player(World world, PlayerIndex playerIndex, PlayerEvent playerEvent) : base(world) { // Load resources ConfigFile configFile = new ConfigFile(SettingsIni); screenWidth = configFile.SettingGroups[initSettings].Settings["screenWidth"].GetValueAsFloat(); screenHeight = configFile.SettingGroups[initSettings].Settings["screenHeight"].GetValueAsFloat(); jumpDelay = configFile.SettingGroups[initSettings].Settings["jumpDelay"].GetValueAsFloat(); jumpStateBufferDelay = configFile.SettingGroups[initSettings].Settings["jumpStateBufferDelay"].GetValueAsFloat(); hitDelay = configFile.SettingGroups[initSettings].Settings["hitDelay"].GetValueAsFloat(); recoveryDelay = configFile.SettingGroups[initSettings].Settings["recoveryDelay"].GetValueAsFloat(); respawnDelay = configFile.SettingGroups[initSettings].Settings["respawnDelay"].GetValueAsFloat(); swordDistance = configFile.SettingGroups[initSettings].Settings["swordDistance"].GetValueAsFloat(); addedSwordDistanceWhenRunning = configFile.SettingGroups[initSettings].Settings["addedSwordDistanceWhenRunning"].GetValueAsFloat(); addedSwordDistanceWhenDashing = configFile.SettingGroups[initSettings].Settings["addedSwordDistanceWhenDashing"].GetValueAsFloat(); dashDelay = configFile.SettingGroups[initSettings].Settings["dashDelay"].GetValueAsFloat(); this.PlayerIndex = playerIndex; this.playerEvent = playerEvent; this.PhysicsContainer = new PhysicsContainer<PlayerPhysicsCharacter>(); wallJumpEnabled = false; wallSlideEnabled = false; shootEnabled = false; canJump = false; canWallJump = false; // Accessories: this.Gun = null; this.Gun = new PlayerWeapon(world, this); this.Gun.SetUpWeapon(2, 0.3f, 20, 5, 200f, 1f, true); this.Sword = null; this.Sword = new PlayerWeapon(world, this); this.Sword.SetUpWeapon(1, 0.8f, 10, 36, swordDistance, 3f, false); this.Sword.RotateWhenShooting(40f, 0, 180); }