public Player(MacGame game) { playerStates = new Dictionary<string, bool>(); _sprites = new Dictionary<string, Sprite>(); _spriteBatch = game.spriteBatch; _graphics = game.graphics; _camera = game.camera; Speed = 10; JumpHeight = 14; this.AddSprite("right", new Sprite(game.Content, "maker_walk",1,4)); this.AddSprite("left", new Sprite(game.Content, "maker_walk_left",1,4)); this.SelectedAction = "right"; playerStates.Add("UP", false); playerStates.Add("DOWN", false); playerStates.Add("LEFT", false); playerStates.Add("RIGHT", false); playerStates.Add("JUMP", false); playerStates.Add("RUN", false); playerStates.Add("FALL", false); playerStates.Add("DEAD", false); //this.Position = new Vector2(this.Position.X - Speed, this.Position.Y); }
public Tile(MacGame game, bool collidable) { _sprites = new Dictionary<string, Sprite>(); //this.AddSprite("tile", sprite); //this.SelectedAction = "tile"; //_sprite = sprite; _spriteBatch = game.spriteBatch; _graphics = game.graphics; _camera = game.camera; _game = game; Collidable = collidable; }
public Objekt(MacGame game, bool collidable) { _top = new Rectangle(); _bottom = new Rectangle(); _right = new Rectangle(); _left = new Rectangle(); _sprites = new Dictionary<string, Sprite>(); _spriteBatch = game.spriteBatch; _graphics = game.graphics; _camera = game.camera; Collidable = collidable; }
public MousePointer(MacGame game) { _sprites = new Dictionary<string, Sprite>(); _spriteBatch = game.spriteBatch; _graphics = game.graphics; _camera = game.camera; this.AddSprite("main", new Sprite(game.Content, "mouse-pointer", true)); this.AddSprite("erase", new Sprite(game.Content, "eraser", true)); State = MouseState.Point; }
public Dictionary<string, Objekt> Load(MacGame game, ContentManager content) { Dictionary<string, Objekt> levelObjects = new Dictionary<string, Objekt> (); Objekt add = null; foreach (ObjectInfo o in Objects) { switch(o.Type) { case "maker.Objekt": add = new Objekt(game,o.Obj.Collidable); break; case "maker.Tile": Tile tile = (Tile)o.Obj; add = new Tile(game,true); //((Tile)add).SolidBottom = tile.SolidBottom; //((Tile)add).SolidLeft = tile.SolidLeft; //((Tile)add).SolidRight = tile.SolidRight; //((Tile)add).SolidTop = tile.SolidTop; break; case "maker.Player": Player player = (Player)o.Obj; add = new Player(game); break; } add.Position = o.Obj.Position; foreach(ObjectInfo.Action a in o.Actions) { add.AddSprite(a.Name, new Sprite(content,a.Asset)); } levelObjects.Add(o.Name,add); } return levelObjects; }
private static void LoadActions(Objekt o, JArray actions, MacGame game) { //JArray actions = (JArray)obj["Actions"]; string firstAction = (string)actions[0]["Name"]; int rows = 0; int cols = 0; for(int i2 = 0; i2 < actions.Count; i2++) { rows = (int)actions[i2]["Rows"]; cols = (int)actions[i2]["Columns"]; //scale = (float)actions[i2]["Scale"]; if(rows == 0 && cols == 0) { o.AddSprite((string)actions[i2]["Name"], new Sprite(game.Content, (string)actions[i2]["Asset"])); } else { o.AddSprite((string)actions[i2]["Name"], new Sprite(game.Content, (string)actions[i2]["Asset"],rows,cols)); } } o.SelectedAction = firstAction; }
public static Dictionary<string, Objekt> Load(string fileName, MacGame game, ContentManager content) { Dictionary<string, Objekt> gameObjekts = new Dictionary<string, Objekt>(); string levelFile = File.ReadAllText (@"/Users/Fritz/Documents/level_Save.json"); JObject l = JObject.Parse (levelFile); Level level = new Level ((string)l ["Name"]); JArray objekts = (JArray)l ["Objects"]; Objekt o = null; for (int i = 0; i < objekts.Count; i++) { JObject obj = (JObject)objekts[i]; Objekt add = null; JObject gObject = (JObject)obj["Obj"]; JArray actions = (JArray)obj["Actions"]; switch((string)obj["Type"]) { case "maker.Objekt": add = new Objekt(game,false); LoadActions(add, actions, game); break; case "maker.Tile": add = new Tile(game,true); ((Tile)add).SolidBottom = (bool)gObject["SolidBottom"]; ((Tile)add).SolidLeft = (bool)gObject["SolidLeft"]; ((Tile)add).SolidRight = (bool)gObject["SolidRight"]; ((Tile)add).SolidTop = (bool)gObject["SolidTop"]; LoadActions(add, actions, game); break; case "maker.Player": add = new Player(game); break; case "maker.MousePointer": add = new MousePointer(game); break; } //JObject gObject = (JObject)obj["Obj"]; bool collidable = (bool)gObject["Collidable"]; JObject position = (JObject)gObject["Position"]; add.Position = new Vector2((float)position["X"], (float)position["Y"]); string firstAction = (string)actions[0]["Name"]; float scale = (float)actions[0]["Scale"]; add.Scale = scale; add.Name = (string)obj["Name"]; gameObjekts.Add((string)obj["Name"], add); } return gameObjekts; }
/// <summary> /// Called when Mac app is finished launching. /// </summary> /// <param name='notification'> /// Notification. /// </param> public override void FinishedLaunching(NSObject notification) { game = new MacGame(); game.Run(); }