예제 #1
0
 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;
 }
예제 #2
0
 public Eventmanager(Mathe mathe, Player player, Enemymanager enemymanager, DepressionHandler depressionhandler, Objectmanager objectmanager, Objectdatabase objectdatabase, Levermanager levermanager)
 {
     this.Mathe = mathe;
     this.Player = player;
     this.Enemymanager = enemymanager;
     this.DepressionHandler = depressionhandler;
     this.Objectmanager = objectmanager;
     this.Objectdatabase = objectdatabase;
     this.Levermanager = levermanager;
 }
예제 #3
0
파일: Item.cs 프로젝트: 2Light/Insomnia
 //Konstruktor Manager
 //public Item(ContentManager contentmanager, Player player, string textur, Vector2 position, bool kuriert)   //Konstruktor Manager
 //{
 //    this.Player = player;
 //    this.Contentmanager = contentmanager;
 //    this.Textur = contentmanager.Load<Texture2D>(@"Items\" + textur);
 //    this.Position = position;
 //    this.Feld = new Rectangle((int)(Position.X - (Textur.Width / 2)), (int)(Position.Y - (Textur.Height / 2)), Textur.Width, Textur.Height);
 //    this.Kuriert = kuriert;
 //}
 public Item(Player player, DepressionHandler depressionhandler, string name, Texture2D textur, Vector2 position, bool kuriert)
 {
     this.Player = player;
     this.DepressionHandler = depressionhandler;
     //this.Contentmanager = contentmanager;
     //this.Textur = contentmanager.Load<Texture2D>(@"Items\" + textur);
     this.Name = name;
     this.Textur = textur;
     this.Position = position;
     this.Feld = new Rectangle((int)(Position.X - (Textur.Width / 2)), (int)(Position.Y - (Textur.Height / 2)), Textur.Width, Textur.Height);
     this.Kuriert = kuriert;
 }
예제 #4
0
        public Itemmanager(Mathe mathe, DepressionHandler depressionHandler, ContentManager contentManager, Player player)
        {
            this.Mathe = mathe;
            this.DepressionHandler = depressionHandler;
            this.ContentManager = contentManager;
            this.Player = player;

            if (System.IO.Directory.Exists(Quellpfad))
            {
                string[] folders = System.IO.Directory.GetFiles(Quellpfad);
                foreach (string s in folders)
                {
                    Datenbank.Add(new Item(ContentManager, s.Substring(14, s.Length - 18)));
                }
            }
        }
예제 #5
0
파일: Game1.cs 프로젝트: 2Light/Insomnia
        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();
        }
예제 #6
0
 //Konstruktor Editor
 //public Enemy Gegner;
 public Eventaction(Mathe mathe, Player player, Levelmanager levelmanager, Enemymanager enemymanager, DepressionHandler depressionhandler, Eventmanager eventmanager, Objectmanager objectmanager, Objectdatabase objectdatabase,BackgroundMusic musik)
 {
     this.Mathe = mathe;
     this.Player = player;
     this.Levelmanager = levelmanager;
     this.Name = levelmanager.Levels[0].Name;
     this.Enemymanager = enemymanager;
     this.DepressionHandler = depressionhandler;
     this.Eventmanager = eventmanager;
     this.Objectmanager = objectmanager;
     this.Objectdatabase = objectdatabase;
     this.Objecttyp = Objectdatabase.Auslesen(ObjectClass.Stadtdekoration);
     this.bgMusik = musik;
 }