public Campaign(ref global_vars vars, Player player, Texture2D map, Game1 game) : base(game) { this.variables = vars; this.player = player; this.map = map; this.game = game; thisCampaign = this; play = this; s1 = new Vector2(40, variables.screen_height - 40); l1 = new Rectangle(variables.screen_width - 190, variables.screen_height - 70, 50, 50); l2 = new Rectangle(variables.screen_width - 130, variables.screen_height - 70, 50, 50); l3 = new Rectangle(variables.screen_width - 70, variables.screen_height - 70, 50, 50); mapPosition = new Rectangle(0, 0, variables.screen_width, variables.screen_height); this.character = this.player.getCharacter(thisCampaign); creepers = 0; shadows = 0; }
public Upgrade(Dictionary<String, Texture2D[]> texPack, Texture2D overlay, Texture2D defaultSelection, Player player, ref global_vars vars, ref Game1 game) : base(game) { this.currentSlot = 0; this.texturePack = texPack; this.overlay = overlay; this.player = player; this.variables = vars; this.game = game; this.defaultSelection = defaultSelection; this.selection = defaultSelection; thisUpgrade = this; pointLoc = variables.PLOC; costLoc = variables.CLOC; layoverPosition = new Rectangle(0, 0, vars.screen_width, vars.screen_height); selectionDelay = new Timer(vars.UPGRADE_DELAY, game); selectionDelay.Elapsed = selectDelay; }
public static bool abilityIsAvaliable(int ability_number, ref Player player, ref global_vars vars) { return player.ABILITY[ability_number-1] != vars.NO_ABILITY ? true : false; }