protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); //--Cargar los assets _sfxBotonPresionado = Content.Load <SoundEffect>(SONIDO_BOTON); _sfxImpacto = Content.Load <SoundEffect>(SONIDO_IMPACTO); _sfxRecordAlcanzado = Content.Load <SoundEffect>(SONIDO_RECORDALCANZADO); _hojaDeImagenes = Content.Load <Texture2D>(SPRITE_SHEET); _texturaDelFadeIn = new Texture2D(GraphicsDevice, 1, 1); _texturaDelFadeIn.SetData(new Color[] { Color.White }); _trex = new Trex(_hojaDeImagenes, new Vector2(TREX_POS_INICIAL_X, TREX_POS_INICIAL_Y - Trex.TREX_SPRITE_POS_ALTO), _sfxBotonPresionado); _trex.OrdenDeDibujo = 10; _trex.SaltoCompleto += trex_SaltoCompleto; _puntajes = new MostrarPuntaje(_hojaDeImagenes, new Vector2(PUNTAJE_POS_X, PUNTAJE_POS_Y), _trex); //_puntajes.Puntaje = 498; //_puntajes.PuntajeRecord = 12345; _entrada = new ControladorDeEntrada(_trex); _terreno = new ManagerDeTerreno(_hojaDeImagenes, _manager, _trex); _obstaculos = new ManagerDeObstaculos(_hojaDeImagenes, _manager, _trex, _puntajes); _manager.Agregar(_trex); _manager.Agregar(_terreno); _manager.Agregar(_puntajes); _manager.Agregar(_obstaculos); _terreno.Inicializar(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ai = animator.GetComponent <Trex>(); perception = animator.GetComponent <Perception>(); shootTimer = ai.attackCooldown; aiProjectile = ai.projectile; rigidbody = ai.GetComponent <Rigidbody2D>(); spriteRenderer = ai.GetComponent <SpriteRenderer>(); aimOrigin = ai.aimOrigin; }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _sfxButtonPress = Content.Load <SoundEffect>(ASSET_NAME_SFX_BUTTON_PRESS); _sfxHit = Content.Load <SoundEffect>(ASSET_NAME_SFX_HIT); _sfxScoreReached = Content.Load <SoundEffect>(ASSET_NAME_SFX_SCORE_REACHED); _spriteSheetTexture = Content.Load <Texture2D>(ASSET_NAME_SPRITESHEET); _trex = new Trex(_spriteSheetTexture, new Vector2(TREX_START_POS_X, TREX_START_POS_Y - Trex.TREX_DEFAULT_SPRITE_HEIGHT)); }
static void AbstractDemo() { Trex trex = new Trex(); Triceratops triceratops = new Triceratops(); trex.EatFood(); trex.Move(); trex.Speed(); trex.Habitat(); triceratops.EatFood(); triceratops.Move(); triceratops.Speed(); triceratops.Habitat(); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sfxButtonPress = Content.Load <SoundEffect>(ASSET_NAME_SFX_BUTTON_PRESS); sfxScoreReached = Content.Load <SoundEffect>(ASSET_NAME_SFX_SCORE_REACHED); sfxHit = Content.Load <SoundEffect>(ASSET_NAME_SFX_HIT); _font = Content.Load <SpriteFont>("MyFont"); spriteSheetTexture = Content.Load <Texture2D>(ASSET_NAME_SPRITESHEET); _fadeInTexture = new Texture2D(GraphicsDevice, 1, 1); _fadeInTexture.SetData(new Color[] { Color.White }); trex = new Trex(spriteSheetTexture, new Vector2(TREX_START_POS_X, TREX_START_POS_Y - Trex.TREX_DEF_SPRITE_HEIGHT), sfxButtonPress, GraphicsDevice); trex.DrawOrder = 10; trex.JumpComplete += TrexJumpComplete; trex.Died += TrexDied; _scoreBoard = new ScoreBoard(spriteSheetTexture, new Vector2(SCORE_BOARD_POS_X, SCORE_BOARD_POS_Y), trex, sfxScoreReached); _inputController = new InputController(trex); _groundManager = new GroundManager(spriteSheetTexture, _entityManager, trex); _obstacleManager = new ObstacleManager(_entityManager, trex, _scoreBoard, spriteSheetTexture, GraphicsDevice); _backroundManager = new BackGroundManager(spriteSheetTexture, _entityManager, trex); _gameOverScreen = new GameOverScreen( spriteSheetTexture, new Vector2( (WINDOW_WIDTH - GameOverScreen.GAME_OVER_TEXTURE_WIDTH) / 2, (WINDOW_HEIGHT - GameOverScreen.GAME_OVER_TEXTURE_HEIGHT) / 3 ), this ); _entityManager.AddEntity(trex); _entityManager.AddEntity(_groundManager); _entityManager.AddEntity(_scoreBoard); _entityManager.AddEntity(_obstacleManager); _entityManager.AddEntity(_gameOverScreen); _entityManager.AddEntity(_backroundManager); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ai = animator.GetComponent <Trex>(); perception = animator.GetComponent <Perception>(); rigidbody = animator.GetComponent <Rigidbody2D>(); movementSpeed = ai.movementSpeed; transform = animator.transform; aimOrigin = ai.aimOrigin; aimOrigin.transform.rotation = Quaternion.Euler(0, 0, 0); groundLayer = ai.groundLayer; wallLayer = ai.wallLayer; platformLayer = ai.platformLayer; wallDetectionDistance = ai.wallDetectionDistance; }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _sfxButtonPress = Content.Load <SoundEffect>(ASSET_NAME_SFX_BUTTON_PRESS); _sfxHit = Content.Load <SoundEffect>(ASSET_NAME_SFX_HIT); _sfxScoreReached = Content.Load <SoundEffect>(ASSET_NAME_SFX_SCORE_REACHED); _spriteSheetTexture = Content.Load <Texture2D>(ASSET_NAME_SPRITESHEET); _invertedSpriteSheet = _spriteSheetTexture.InvertColors(Color.Transparent); _fadeInTexture = new Texture2D(GraphicsDevice, 1, 1); _fadeInTexture.SetData(new Color[] { Color.White }); _trex = new Trex(_spriteSheetTexture, new Vector2(TREX_START_POS_X, TREX_START_POS_Y - Trex.TREX_DEFAULT_SPRITE_HEIGHT), _sfxButtonPress); _trex.DrawOrder = 100; _trex.JumpComplete += trex_JumpComplete; _trex.Died += trex_Died; _scoreBoard = new ScoreBoard(_spriteSheetTexture, new Vector2(SCORE_BOARD_POS_X, SCORE_BOARD_POS_Y), _trex, _sfxScoreReached); //_scoreBoard.Score = 498; //_scoreBoard.HighScore = 12345; _inputController = new InputController(_trex); _groundManager = new GroundManager(_spriteSheetTexture, _entityManager, _trex); _obstacleManager = new ObstacleManager(_entityManager, _trex, _scoreBoard, _spriteSheetTexture); _skyManager = new SkyManager(_trex, _spriteSheetTexture, _invertedSpriteSheet, _entityManager, _scoreBoard); _gameOverScreen = new GameOverScreen(_spriteSheetTexture, this); _gameOverScreen.Position = new Vector2(WINDOW_WIDTH / 2 - GameOverScreen.GAME_OVER_SPRITE_WIDTH / 2, WINDOW_HEIGHT / 2 - 30); _entityManager.AddEntity(_trex); _entityManager.AddEntity(_groundManager); _entityManager.AddEntity(_scoreBoard); _entityManager.AddEntity(_obstacleManager); _entityManager.AddEntity(_gameOverScreen); _entityManager.AddEntity(_skyManager); _groundManager.Initialize(); LoadSaveState(); }
public Event(DateTime ClockStart, DateTime ClockEnd, int ClockRunTime, System.Xml.Linq.XDocument XMLEvents, ref CrashHandler Crash) { ch = Crash; events = new Dictionary<string, List<EventItem>>(); clock = new PartyClock(ClockStart, ClockEnd, ClockRunTime); Util.ShowClock = true; sound = new Sound(true); text = new Text2D(); chess = new Chess(); sf = new Starfield(150); intro = new Intro(ref sound, ref text); outro = new Outro(ref sound); advent = new Advent(ref sound); birthday = new Birthday(ref sound, ref text, ref chess); xmas = new Christmas(ref sound); smurf = new Datasmurf(ref sound, ref text); // random dif = new Dif(ref chess, ref sound); // random fbk = new Fbk(ref sound); // random hw = new Halloween(ref chess, ref sound, 25); lucia = new Lucia(ref chess, ref sound); newyear = new NewYear(); richard = new RMS(ref sound, ref text); // random scroller = new Scroller(ref chess, ref sf, ref text); // random semla = new Semla(); sune = new SuneAnimation(ref sound, ref text); tl = new TurboLogo(ref sound, ref chess, (OpenGL.Util.SpringOrFall.Equals("Spring")? true:false)/*((ClockStart.Month >= 1 && ClockStart.Month <= 8)? false:true)*/ ); // vilken termin är det? jan till början av augusti VT, resten HT... random valentine = new Valentine(ref sound); wl = new WinLinux(ref chess); //random creators = new Self(ref sound); // random bb = new BB(ref sound); // random GM = new GummiBears(ref sound); NDay = new National(ref chess, ref sound); easter = new Easter(ref sound); hajk = new Hajk(ref sound); mid = new Midsummer(ref sound); vaf = new Vaffla(); wp = new Walpurgis(); crayfish = new CrayFish(); ts = new TeknatStyle(ref chess, ref sound, ref text); m = new Matrix(ref text); q = new Quiz(ref text, false, ref sound); talepsin = new Talespin(ref sound); cd = new ChipAndDale(ref sound, ref chess); nerd = new Nerdy(ref chess, ref sound); trex = new Trex(ref sound); sailormoon = new Sailormoon(ref sound,ref chess); gb = new GhostBusters(ref sound); zelda = new Zelda(ref sound, ref chess); tardis = new Tardis(ref sound); f**k = new F**k(ref sound, ref chess); silverFang = new SilverFang(ref sound); mt = new MoraT(ref sound); swine = new Swine(ref chess, ref text); tjall = new Tjall(ref chess, ref text); ronja = new Ronja(ref sound); emil = new Emil(ref sound); djungelboken = new Djungelboken(ref sound); fabbe = new Fabbe(ref sound); drink = new Drink(ref sound); frozen = new Frozen(ref sound); eventCurrent = null; // event item for events to be triggerd in clock_NewDate //randomEvent = new List<string>(new string[] { "starfield", "SuneAnimation", "TurboLogo", "Datasmurf", "WinLinux", "Scroller", "BB", "GummiBears", "TeknatStyle", "Matrix"}); randomEvent = new List<string>(new string[] { "starfield", "Nerdy", "Talespin", "Sailormoon", "GhostBusters", "Zelda", "Tardis", "F**k", "SilverFang", "MoraT" }); //new stuff List<UtilXML.EventData> ed = UtilXML.Loadeffectdata(); // TODO: Make a clean list with all events allowed to be used implement so that it is actaully usable instead of a switch at the bottom of this file. Dictionary<string, Effect> effects = new Dictionary<string, Effect>() { {"SuneAnimation", new Effect(sune, ed.Find(e => e.Name == "SuneAnimation"))}, {"Dif",new Effect(dif, ed.Find(e => e.Name == "Dif"))}, {"Fbk",new Effect(fbk, ed.Find(e => e.Name == "Fbk"))}, {"TurboLogo",new Effect(tl, ed.Find(e => e.Name == "TurboLogo"))}, {"Datasmurf", new Effect(smurf, ed.Find(e => e.Name == "Datasmurf"))}, {"RMS",new Effect(richard, ed.Find(e => e.Name == "RMS"))}, {"WinLinux",new Effect(wl, ed.Find(e => e.Name == "WinLinux"))}, {"Scroller",new Effect(scroller, ed.Find(e => e.Name == "Scroller"))}, {"Self",new Effect(creators, ed.Find(e => e.Name == "Self"))}, {"BB",new Effect(bb, ed.Find(e => e.Name == "BB"))}, {"GummiBears",new Effect(GM, ed.Find(e => e.Name == "GummiBears"))}, {"Hajk",new Effect(hajk, ed.Find(e => e.Name == "Hajk"))}, {"TeknatStyle",new Effect(ts, ed.Find(e => e.Name == "TeknatStyle"))}, {"Matrix",new Effect(m, ed.Find(e => e.Name == "Matrix"))}, {"Quiz",new Effect(q, ed.Find(e => e.Name == "Quiz"))}, {"Talespin",new Effect(talepsin, ed.Find(e => e.Name == "Talespin"))}, {"ChipDale",new Effect(cd, ed.Find(e => e.Name == "ChipDale"))}, {"Nerdy",new Effect(nerd, ed.Find(e => e.Name == "Nerdy"))}, /* {"Trex",new Effect(trex, ed.Find(e => e.Name == "Trex"))},*/ {"Sailormoon",new Effect(sailormoon, ed.Find(e => e.Name == "Sailormoon"))}, {"GhostBusters",new Effect(gb, ed.Find(e => e.Name == "GhostBusters"))}, {"Zelda",new Effect(zelda, ed.Find(e => e.Name == "Zelda"))}, {"Tardis",new Effect(tardis, ed.Find(e => e.Name == "Tardis"))}, {"F**k",new Effect(f**k, ed.Find(e => e.Name == "F**k"))}, {"SilverFang",new Effect(silverFang, ed.Find(e => e.Name == "SilverFang"))}, {"MoraT",new Effect(mt, ed.Find(e => e.Name == "MoraT"))}, {"Ronja",new Effect(ronja, ed.Find(e => e.Name == "Ronja"))}, {"Emil",new Effect(emil, ed.Find(e => e.Name == "Emil"))}, {"Djungelboken",new Effect(djungelboken, ed.Find(e => e.Name == "Djungelboken"))}, {"Fabbe",new Effect(fabbe, ed.Find(e => e.Name == "Fabbe"))}, {"Drink",new Effect(drink, ed.Find(e => e.Name == "Drink"))}, {"Frozen",new Effect(drink, ed.Find(e => e.Name == "Frozen"))} }; runEffectInMonth = new Dictionary<string, List<objdata>>(); string[] months = Util.monthlist(); int counter; foreach (KeyValuePair<string, Effect> pair in effects) { counter = 0; foreach (bool b in pair.Value.RunAllowedlist) { if (b == true) { if (!runEffectInMonth.ContainsKey(months[counter])) { runEffectInMonth.Add(months[counter], new List<objdata>()); } runEffectInMonth[months[counter]].Add(new objdata(pair.Key, pair.Value.Vetolist[counter], pair.Value.Priolist[counter], pair.Value.Runslist[counter])); } counter++; } } clock.NewDate += clock_NewDate; // Event listener if (ch.CrashDialogResult == System.Windows.Forms.DialogResult.Yes) { clock.clock = ch.CrashClock; } string name, date, type; // Event dates setup foreach (var item in XMLEvents.Descendants("event")) { name = item.Element("name").Value; date = item.Element("date").Value; type = item.Element("type").Value.ToLower(); EventItem ei = new EventItem(name, type, date); if (!events.ContainsKey(date)) { List<EventItem> list = new List<EventItem>(); // seems most bad in my eyes... events.Add(date, list); } for (int i = 0; i < events[date].Count; i++) { EventItem e = events[date][i]; if ("birthday".Equals(e.Type) && "birthday".Equals(ei.Type)) { e.Name += "\n\n" + ei.Name; events[date][i] = e; } } events[date].Add(ei); name = date = type = string.Empty; } // this needs to be fixed nicer... if (events.ContainsKey(ClockEnd.ToShortDateString())) { events[ClockEnd.ToShortDateString()].Clear(); // force this to be top.. events[ClockEnd.ToShortDateString()].Add( new EventItem("outro", "outro", ClockEnd.ToShortDateString()) ); } else { events.Add(ClockEnd.ToShortDateString(), new List<EventItem>() { new EventItem("outro", "outro", ClockEnd.ToShortDateString()) }); } // Random effects on dates with no effects and check against new list of allowed things for them... DateTime dt = ClockStart; bool star = (Util.Rnd.Next(0, 1000) < 500 ? true:false); // make this random at the start too? int num = 0; while (dt <= ClockEnd) { date = dt.ToShortDateString(); if (!events.ContainsKey(date)) { EventItem ei; if (num == 0 || num == 1) { ei = new EventItem("starfield", "random", date); } else { //ei = new EventItem(randomEvent[Util.Rnd.Next(1, randomEvent.Count)], "random", date); string month = ""; if (dt != null) month = dt.Month.ToString(); switch (month) { case "1": month = "jan"; break; case "2": month = "feb"; break; case "3": month = "mar"; break; case "4": month = "apr"; break; case "5": month = "maj"; break; case "6": month = "jun"; break; case "7": month = "jul"; break; case "8": month = "aug"; break; case "9": month = "sep"; break; case "10": month = "okt"; break; case "11": month = "nov"; break; case "12": month = "dec"; break; }//switch if (runEffectInMonth.ContainsKey(month)) { List<objdata> mobj = runEffectInMonth[month]; List<objdata> vetolist = new List<objdata>(); List<objdata> novetolist = new List<objdata>(); foreach (objdata n in mobj) { if ("Quiz".Equals(n.Name) && eventnum == 4) { n.vetoAgain(); eventnum = 0; } if (n.Veto == true) { if (n.Runs > 0) vetolist.Add(n); } else { if (n.Runs > 0) novetolist.Add(n); } } vetolist.Sort(); novetolist.Sort(); if (vetolist.Count > 0) { ei = new EventItem(vetolist[0].Name, "random", date); vetolist[0].noMoreVeto(); } else if (novetolist.Count > 0) { ei = new EventItem(novetolist[0].Name, "random", date); novetolist[0].decRuns(); if (eventnum < 4) eventnum++; } else { ei = new EventItem(randomEvent[Util.Rnd.Next(1, randomEvent.Count)], "random", date); } } else { ei = new EventItem(randomEvent[Util.Rnd.Next(1, randomEvent.Count)], "random", date); } } num++; if (num == 3) { num = 0; } ei = new EventItem("Self", "random", date); // this is for debuging new events events.Add(date, new List<EventItem>()); events[date].Add(ei); } dt = dt.AddDays(1); date = string.Empty; } }
public InputController(Trex trex) { _trex = trex; }
public ControladorDeEntrada(Trex trex) { _trex = trex; }
public void TestTee2() { Trex newTee = new Trex(); Assert.True(newTee.Run()); }
public void TestTee() { Trex newTee = new Trex(); Assert.True(newTee.Terrorizing());; }
public static void LoadAll() { Scenes.LoadAll(); Trex.LoadAll(); }