public Inputmanager(Contents contents, Camera camera, Player player, Keymanager keymanager, Cursor mouse, Enemymanager enemymanager, Windowmanager windowmanager, Backgroundmanager backgroundmanager, Backgrounddatabase backgrounddatabase, Objectmanager objectmanager, Objectdatabase objectdatabase, Eventmanager eventmanager, Levelmanager levelmanager, Levermanager levermanager, ContentManager contentmanager, Editor editor, DebugView DebugView, DepressionHandler Depression, Mathe mathe, Itemmanager itemmanager, BackgroundMusic bmus) { this.Contents = contents; this.Player = player; this.Keymanager = keymanager; this.Cursor = mouse; this.Enemymanager = enemymanager; this.Windowmanager = windowmanager; this.Backgroundmanager = backgroundmanager; this.Backgrounddatabase = backgrounddatabase; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Eventmanager = eventmanager; this.Levelmanager = levelmanager; this.Levermanager = levermanager; this.Contentmanager = contentmanager; this.Editor = editor; this.Mathe = mathe; this.Keymanager.Windowmanager = windowmanager; this.Camera = camera; this.Itemmanager = itemmanager; this.DebugView = DebugView; this.Depression = Depression; this.bg = bmus; }
public Windowdatabase(Contents contents, Player player, Inputmanager inputmanager) { this.Contents = contents; this.Player = player; this.Inputmanager = inputmanager; FensterLaden(); }
public Backgroundmanager(Player player, Backgrounddatabase backgrounddatabase, DebugFlag flag ,Contents contents) { this.Backgrounddatabase = backgrounddatabase; this.debugFlag = flag; this.stringBuilder = new StringBuilder(); this.Contents = contents; this.Player = player; }
public Cursor(Camera camera, Keymanager keymanager, Contents contents, Settings settings) { this.Contents = contents; this.Settings = settings; this.Keymanager = keymanager; this.Kamera = camera; this.Mathe = new Mathe(); }
public Windowtype Windowtype; //Art des Fensters #endregion Fields #region Constructors //Erstellung eines Grundfenster public Window(Contents contents, Windowtype type, Rectangle feld, List<Windowtype> schließen, List<Windowelement> elemente, List<Button> buttons) { this.Contents = contents; this.Windowtype = type; this.Feld = feld; this.Schließen = schließen; this.Elemente = elemente; this.Buttons = buttons; }
public Windowmanager(Settings settings, Cursor mouse,DebugFlag flag, Contents contents, GraphicsDevice graphicsDevice) { this.debugFlag = flag; this.stringBuilder = new StringBuilder(); this.Settings = settings; this.Mouse = mouse; this.Contents = contents; this.windowBatch = new SpriteBatch(graphicsDevice); }
//Initialisieren des Tastaturobjekts und der Tasten public Keymanager(Contents contents,DebugFlag flag) { this.debugFlag = flag; this.stringBuilder = new StringBuilder(); this.Contents = contents; Tastatur = new KeyboardState(); TastenMenü(); //TastenSpiel(); }
public Window(Window grundfenster) { this.Contents = grundfenster.Contents; this.Windowtype = grundfenster.Windowtype; this.Feld = grundfenster.Feld; foreach (Windowtype schließen in grundfenster.Schließen) this.Schließen.Add(schließen); foreach (Button button in grundfenster.Buttons) this.Buttons.Add(button); foreach (Windowelement element in grundfenster.Elemente) this.Elemente.Add(element); }
public Levermanager(SpriteFont font, Player player, Cursor cursor, Mathe mathe, Animationsmanager animationsmanager, Contents contents) { this.Font = font; this.Player = player; this.Cursor = cursor; this.Mathe = mathe; this.Animationsmanager = animationsmanager; this.Contents = contents; }
public Levelmanager(Player player, Objectmanager objectmanager, Animationsmanager animationsmanager, Backgroundmanager backgroundmanager, Enemymanager enemymanager, Itemmanager itemmanager, Levermanager levermanager, Eventmanager eventmanager, Contents contents) { this.Player = player; this.Objectmanager = objectmanager; this.Objectmanager.Levelmanager = this; this.Animationsmanager = animationsmanager; this.Backgroundmanager = backgroundmanager; this.Enemymanager = enemymanager; this.Levermanager = levermanager; this.Itemmanager = itemmanager; this.Eventmanager = eventmanager; this.Eventmanager.Levelmanager = this; this.Contents = contents; player.Levelmanager = this; if (System.IO.Directory.Exists(Quellpfad)) { string[] folders = System.IO.Directory.GetDirectories(Quellpfad); foreach (string name in folders) { Levels.Add(new Level(name.Substring(7))); } } LoadLevel("Stadt"); }
public void DrawExtraDebug(DebugFlag extraFlag, SpriteBatch batch, Camera cam, Contents content) { }
public void DrawExtraDebug(DebugFlag extraFlag, SpriteBatch batch, Camera cam, Contents content) { batch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.ViewMatrix); batch.Draw(EmitterTexture, Position, null, Color.White, 0, this.Origin, 1.0f, SpriteEffects.None, 1f); foreach (Vector2 v in EmitterAngel) { drawPartCircel(50, v.X, v.Y, Position, batch, content.Pixel); } drawLine(Position, new Vector2(Position.X + EmitterRange.X, 0 + Position.Y), content.Pixel, 1, batch); drawLine(Position, new Vector2(Position.X - EmitterRange.X, 0 + Position.Y), content.Pixel, 1, batch); drawLine(Position, new Vector2(Position.X, Position.Y + EmitterRange.Y), content.Pixel, 1, batch); drawLine(Position, new Vector2(Position.X, Position.Y - EmitterRange.Y), content.Pixel, 1, batch); batch.End(); }
public Player(Mathe mathe, Contents contents, World world, DebugFlag flag) { this.Mathe = mathe; debugFlag = flag; this.stringBuilder = new StringBuilder(); this.Contents = contents; PositionCurrent = new Vector2(0, 715); Texturen[0] = contents.Player1; Texturen[1] = contents.Player2; Texturen[2] = contents.Player3; Texturen[3] = contents.Player4; Texturen[4] = contents.Player5; Texturen[5] = contents.Player6; Animation = new Animation(Texturen[0], true, 1, new Rectangle(0, 0, 200, 200), 1, 6); Blickrichtung = Richtung.Rechts; Playerstate = Playerstates.Idle; MaxSpeed = new Vector2(6, 12); Beschleunigung = new Vector2(0.25f, 0.60f); Initialgeschwindigkeit = new Vector2(2.0f, 5.5f); Reibung = 0.35f; Gravitation = 0.40f; jumpCounter = 0; jumpCounterMax = 11; jumpCooldown = 0; jumpCooldownBase = 20; Ground = 715; Groundcollision = true; body = BodyFactory.CreateRectangle(world, 50, 50, 1.0f, PositionCurrent); }
public void DrawExtraDebug(DebugFlag extraFlag,SpriteBatch batch,Camera cam,Contents content) { batch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.ViewMatrix); batch.DrawString(content.Meiryo8, "Test Extra Debug", new Vector2(100, 200) -new Vector2(this.PositionCurrent.X,0), Color.White); batch.End(); }
public void DrawExtraDebug(DebugFlag extraFlag,SpriteBatch batch, Camera cam, Contents content) { batch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.ViewMatrix); foreach (Object Object in ObjectsSpielebene) { if ((extraFlag & DebugFlag.CollisonShape) == DebugFlag.CollisonShape) { batch.Draw(content.Block, new Rectangle((int)614, (int)Player.PositionCurrent.Y+47, 61, 153), Color.Blue*0.5f ); if (Object.Objektvariante.Kollision != null) { foreach (Objectcollision Kollision in Object.Objektvariante.Kollision) { batch.Draw(content.Block, new Rectangle((int)(Object.PositionCurrent.X + (Kollision.Zone.X * Object.Skalierung) - Player.PositionCurrent.X), (int)(Object.PositionCurrent.Y + (Kollision.Zone.Y * Object.Skalierung)), (int)((float)Kollision.Zone.Width * Object.Skalierung), (int)((float)Kollision.Zone.Height * Object.Skalierung)), Color.Yellow); batch.DrawString(content.Meiryo8, Kollision.Zone.ToString(), new Vector2(Object.PositionCurrent.X + Kollision.Zone.X - Player.PositionCurrent.X, Object.PositionCurrent.Y + Kollision.Zone.Y + 40), Color.Red); } } } if ((extraFlag & DebugFlag.ObjectInformation) == DebugFlag.ObjectInformation) { batch.DrawString(content.Meiryo8, "Typ: " + Object.Typ.ToString() + " Variante: " + Object.Variante.ToString(), new Vector2(Object.PositionCurrent.X - Player.PositionCurrent.X, Object.PositionCurrent.Y), Color.Red); batch.DrawString(content.Meiryo8, "Skalierung: " + Object.Skalierung.ToString(), new Vector2(Object.PositionCurrent.X - Player.PositionCurrent.X, Object.PositionCurrent.Y + 10), Color.Red); batch.DrawString(content.Meiryo8, Object.PositionCurrent.ToString(), new Vector2(Object.PositionCurrent.X - Player.PositionCurrent.X, Object.PositionCurrent.Y + 20), Color.Red); batch.DrawString(content.Meiryo8, Object.Objektvariante.Texturausschnitt.ToString(), new Vector2(Object.PositionCurrent.X - Player.PositionCurrent.X, Object.PositionCurrent.Y + 30), Color.Red); batch.DrawString(content.Meiryo8, "Layer: " + Object.Layer.ToString(), new Vector2(Object.PositionCurrent.X - Player.PositionCurrent.X, Object.PositionCurrent.Y + 40), Color.Red); } } batch.End(); }
protected override void Initialize() { //primBatch = new PrimitiveBatch(GraphicsDevice); World = new World(new Vector2(0, 9.81f)); Mathe = new Mathe(); Settings = new Settings(graphics); Camera = new Camera(GraphicsDevice.Viewport, Settings.Widescreen); Contents = new Contents(Content, GraphicsDevice); Debug = new DebugView(Contents,Camera); Objectdatabase = new Objectdatabase(Content); Backgrounddatabase = new Backgrounddatabase(Content); Enemydatabase = new Enemydatabase(Content); Animationsmanager = new Animationsmanager(); Keymanager = new Keymanager(Contents, DebugFlag.Inputstats); Player = new Player(Mathe, Contents, World, DebugFlag.PlayerStats); Cursor = new Cursor(Camera, Keymanager, Contents, Settings); Windowmanager = new Windowmanager(Settings, Cursor, DebugFlag.WindowStats, Contents, GraphicsDevice); DepressionHandler = new DyingHope.DepressionHandler(); Itemmanager = new Itemmanager(Mathe, DepressionHandler, Content, Player); Backgroundmanager = new Backgroundmanager(Player, Backgrounddatabase, DebugFlag.BackgrundStats, Contents); Levermanager = new Levermanager(Contents.Meiryo8, Player, Cursor, Mathe, Animationsmanager, Contents); Objectmanager = new Objectmanager(Objectdatabase, Animationsmanager, Player, (DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)); Enemymanager = new Enemymanager(Objectmanager, Mathe, Content, Enemydatabase, Player); Windowmanager.Windowdatabase = new Windowdatabase(Contents, Player, Inputmanager); Windowmanager.AddWindow(Windowtype.MainMenue); Eventmanager = new Eventmanager(Mathe, Player, Enemymanager, DepressionHandler, Objectmanager, Objectdatabase, Levermanager); Levelmanager = new Levelmanager(Player, Objectmanager, Animationsmanager, Backgroundmanager, Enemymanager, Itemmanager, Levermanager, Eventmanager, Contents); Editor = new Editor(Windowmanager, Enemymanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Contents, Cursor, Player, Keymanager, Levelmanager, Itemmanager, Levermanager); Debugview = new DebugViewXNA(World); Console.WriteLine(((DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)& DebugFlag.ObjectmanagerStats)); light = new SoundObjekt(Settings, Contents.Emitter, Contents.Light, new Vector2(3500 - 576, 700), new Vector2(100, 0), 200); rain = new SoundObjekt(Settings, Contents.Emitter, Contents.Rain, new Vector2(6000 - 576, 0), new Vector2(1000, 0), 400); levelTheme = new List<MSong> { new MSong(Contents.StadtAnfang, 0), new MSong(Contents.StadtLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.ParkAnfang, 0), new MSong(Contents.ParkLoop, -1), new MSong(Contents.ParkEnde, 0), new MSong(Contents.SchuleAnfang, 0), new MSong(Contents.SchuleLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.MonsterAnfang, 0), new MSong(Contents.MonsterLoop, -1), new MSong(Contents.Ende, 0) }; menueTheme = new List<MSong> { new MSong(Contents.Menue_Theme, 99) }; BackgroundMusic = new BackgroundMusic(Settings, menueTheme); Inputmanager = new Inputmanager(Contents, Camera, Player, Keymanager, Cursor, Enemymanager, Windowmanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Levelmanager, Levermanager, Content, Editor, Debug, DepressionHandler, Mathe, Itemmanager, BackgroundMusic); //Testemitter------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //testEmitter = new Emitter(new Vector2(3000, 850), DebugFlag.Pertikle); //testEmitter.startParticel = 50; //testEmitter.EmitterAngel = new List<Vector2> { new Vector2(180, 180) }; //testEmitter.EmitterRange = new Vector2(1000, 50); //testEmitter.EmitterMaxParticel = 100; //testEmitter.EmitterUpdate = 100f; //testEmitter.EmitterTexture = Contents.Emitter; //testEmitter.ParticelStayOnMax = new Vector2(0, 0); //testEmitter.ParticelLifeDrain = new Vector2(1, 1); //testEmitter.ParticelLifeTime = new Vector2(5000f, 50000f); //testEmitter.ParticelSize = new Vector2(0.1f, 0.5f); //testEmitter.ParticelTexture = new List<Texture2D> { Contents.Nebel, Contents.Nebel2 }; //testEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); //testEmitter.PerticelPower = new Vector2(0.50f, 0.8f); //testEmitter.particelNeverDie = false; //testEmitter.spawnprofile = Spawnprofile.FadeIn; //testEmitter.bewegungsprofil = Bewegungsprofile.Linear; //testEmitter.Start(); //rainEmitter = new Emitter(new Vector2(6000, -10), DebugFlag.Pertikle); //rainEmitter.startParticel = 0; //rainEmitter.particelPerUpdate = new Vector2(1, 100); //rainEmitter.EmitterAngel = new List<Vector2> { new Vector2(270, 270) }; //rainEmitter.EmitterRange = new Vector2(1000, 0); //rainEmitter.EmitterMaxParticel = 60000; //rainEmitter.EmitterUpdate = 10f; //rainEmitter.EmitterTexture = Contents.Emitter; //rainEmitter.ParticelStayOnMax = new Vector2(0, 0); //rainEmitter.ParticelLifeDrain = new Vector2(1, 1); //rainEmitter.ParticelLifeTime = new Vector2(500f, 2000f); //rainEmitter.ParticelSize = new Vector2(0.5f, 1.5f); //rainEmitter.ParticelTexture = new List<Texture2D> { Contents.Rain1 }; //rainEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); //rainEmitter.PerticelPower = new Vector2(10.50f, 20.8f); //rainEmitter.particelNeverDie = false; //rainEmitter.spawnprofile = Spawnprofile.Instant; //rainEmitter.bewegungsprofil = Bewegungsprofile.Linear; //rainEmitter.Start(); menue = new Emitter(new Vector2(GraphicsDevice.Viewport.Width / 2, (GraphicsDevice.Viewport.Height / 2)+20), DebugFlag.Pertikle); menue.startParticel = 0; menue.particelPerUpdate = new Vector2(1, 5); menue.EmitterAngel = new List<Vector2> { new Vector2(0, 360) }; menue.EmitterRange = new Vector2(250, 50); menue.EmitterMaxParticel = 6000; menue.EmitterUpdate = 100f; menue.EmitterTexture = Contents.Emitter; menue.ParticelStayOnMax = new Vector2(0, 100); menue.ParticelLifeDrain = new Vector2(1, 1); menue.ParticelLifeTime = new Vector2(1000f, 3000f); menue.ParticelSize = new Vector2(0.065f, 0.09f); menue.ParticelTexture = new List<Texture2D> { Contents.Partikel1, Contents.Partikel2, Contents.Partikel3 }; menue.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); menue.PerticelPower = new Vector2(0.2f, 0.9f); menue.particelNeverDie = false; menue.spawnprofile = Spawnprofile.FadeIn; menue.bewegungsprofil = Bewegungsprofile.LinearRandom; menue.Start(); //Debug------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Debug.Add(Player); Debug.Add(Objectmanager); Debug.Add(Keymanager); Debug.Add(Backgroundmanager); Debug.Add(Windowmanager); Debug.Add(DepressionHandler); //Debug.Add(testEmitter); //Debug.AppendFlag(DebugFlag.PlayerStats, false); //Debug.AppendFlag(DebugFlag.ObjectmanagerStats,false); //Debug.AppendFlag(DebugFlag.ObjectInformation, true); //Debug.AppendFlag(DebugFlag.CollisonShape, true); Debugview.DebugPanelPosition = new Vector2(500, 100); Debugview.AppendFlags(DebugViewFlags.DebugPanel); Debugview.LoadContent(GraphicsDevice, Content); base.Initialize(); }
public Editor(Windowmanager windowmanager, Enemymanager enemymanager, Backgroundmanager backgroundmanager, Backgrounddatabase backgrounddatabase, Objectmanager objectmanager, Objectdatabase objectdatabase, Eventmanager eventmanager, Contents contents, Cursor cursor, Player player, Keymanager keymanager, Levelmanager levelmanager, Itemmanager itemmanager, Levermanager levermanager) { Tool = Editortool.Start; this.Windowmanager = windowmanager; this.Enemymanager = enemymanager; this.Enemydatabase = enemymanager.Enemydatabase; this.Backgroundmanager = backgroundmanager; this.Backgroundmanager.Editor = this; this.Backgrounddatabase = backgrounddatabase; this.Objectmanager = objectmanager; this.Objectdatabase = objectdatabase; this.Eventmanager = eventmanager; this.Contents = contents; this.Cursor = cursor; this.Cursor.Editor = this; this.Player = player; this.Keymanager = keymanager; this.Levelmanager = levelmanager; this.Itemmanager = itemmanager; this.Levermanager = levermanager; }