public MainViewModel() { XML xml = new XML(); player = xml.Player; players.Add(player); highScores = new ObservableCollection<Model.HighScores>(); highScores.Add(xml.HighScores); highScores[0].players = players; mc = new MovementController(players, highScores); mc.Win += mc_Win; NewHighScoreCommand = new RelayCommand(NewHighScore); KeyDownCommand = new RelayCommand<KeyEventArgs>(KeyDown); KeyUpCommand = new RelayCommand<KeyEventArgs>(KeyUp); NewGameCommand = new RelayCommand(NewGame); ContinueCommand = new RelayCommand(Continue); HighScoreCommand = new RelayCommand(HighScore); ExitCommand = new RelayCommand(Exit); SaveHighScoreCommand = new RelayCommand<String>(SaveHighScore); MainMenuCommand = new RelayCommand(MainMenuC); SavePlayerCommand = new RelayCommand(SavePlayer); NewPlayerCommandLVL1 = new RelayCommand(NewPlayerLVL1); NewPlayerCommandLVL2 = new RelayCommand(NewPlayerLVL2); DeathCommand = new RelayCommand(Death); WinCommand = new RelayCommand(Win); LevelSelectCommand = new RelayCommand(LevelSelectC); }
public CollisionDetector(MovementController mc,MapNew map) { this.map = map; this.mc = mc; playerRec.X = mc.p[0].x ; playerRec.Y = mc.p[0].y; }
public CDC(MovementController mc, MapNew map) { image = map.image; this.mc = mc; // Maybe also give this overloaded constructor a variable that says what level we are in and then hardcore // the colors to the according level backGround = image.GetPixel(0, 0); deathColor = image.GetPixel(2, 0); winColor = image.GetPixel(3,0); }
private void NewPlayerLVL2() { mc.pause = false; mc.unpause = false; NewPlayerCommandLVL2 Command = new NewPlayerCommandLVL2(players); Command.Execute(); mc.Dispose(); mc = new MovementController(players, highScores); mc.Win += mc_Win; }