public void Initialize(ContentManager Content, Vector2 sadakoStartingPosition, SongHandler songHandler, Player playerReference, LocationHandler locationHandler) { Texture2D sadakoTexture = Content.Load<Texture2D>("image"); Texture2D grabTexture = Content.Load<Texture2D>("waifu"); Texture2D bloodTexture = Content.Load<Texture2D>("blood"); PrepareSadako(new Vector2(240, -300), sadakoTexture, playerReference, songHandler, grabTexture, bloodTexture, locationHandler); }
public Item(ItemType typeGet, Player playerGet, Sadako sadakoGet, Rectangle hitBoxGet) { type = typeGet; player = playerGet; sadako = sadakoGet; hitBox = hitBoxGet; }
public override Boolean Touch(Player p) { if (base.Touch(p)) { // TODO: Add noise to player } return false; }
public ShadowHandler(Texture2D textureGet, Player playerGet, Vector2 positionGet, Texture2D squareTextureGet) { texture = textureGet; player = playerGet; position = positionGet; squareTexture = squareTextureGet; rectangle = new Rectangle((int)position.X,(int)position.Y,32,32); }
public override void Update(GameTime gameTime, Player p) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (p.hitBox.Intersects(hitbox)) currentDrawIndex = getIndex(); else currentDrawIndex = sprite; }
public void Initialize(Player playerGet, Sadako sadakoGet, Map mapGet, SongHandler songsGet, EventHandler eventsGet) { songs = songsGet; events = eventsGet; player = playerGet; sadako = sadakoGet; map = mapGet; currentLocation = new Vector2(0, 0); currentRoom = map.getRoom(currentLocation); sadakoRoom = currentRoom; sadako.disable = true; entryPoint = player.position; }
public new void Interact(Player p) { if (itemStatus == ItemStatus.OnFloor && hitbox.Intersects(p.hitBox)) { // Show image of item first } else if (itemStatus == ItemStatus.OnHand) { // Interacting again should close } else if (itemStatus == ItemStatus.InInventory) { } }
public PlayerController(Texture2D textureGet, Player playerGet,LocationHandler locationGet) { texture = textureGet; location = locationGet; initialPosition = new Vector2(720, 400); currentPosition = new Vector2(720, 400); player = playerGet; totalPlayField = playFieldWidth + 40; controllerarea = new Rectangle(800 - 160, 480 - 150, 150, 150); buttonarea = new Rectangle(640, 270, 76, 60); flashLightArea = new Rectangle(650,200,75,70); flashLightPosition = new Vector2(650, 218); initializeBeat(); }
public void PrepareSadako(Vector2 positionGet, Texture2D sadakoTexture, Player playerGet, SongHandler songGet, Texture2D captureTexture, Texture2D bloodTextureGet, LocationHandler locationHandler) { songs = songGet; position = positionGet; texture = sadakoTexture; player = playerGet; speed = lurkSpeed; hitBox = new Rectangle(0, 0, 30, 30); lurkHere = positionGet; direction = new Vector2(0, 0); player.sadako = this; wayPoints = new List<Vector2>(); lurking = true; grabTexture = captureTexture; bloodTexture = bloodTextureGet; location = locationHandler; }
public void Initialize(ContentManager Content, Texture2D bgGet, Sadako sadakoGet, Player playerGet) { headTurn = Content.Load<Texture2D>("facebacksheet"); falling = Content.Load<Texture2D>("falling"); falldown = Content.Load<Texture2D>("falldown"); backgroundTexture = Content.Load<Texture2D>("peek"); sadakoFar = Content.Load<Texture2D>("sadakoFar"); sadakoFarNone = Content.Load<Texture2D>("sadakoFarNone"); headLeft = Content.Load<Texture2D>("headLeft"); bodyRight = Content.Load<Texture2D>("bodyRight"); headRight = Content.Load<Texture2D>("headRight"); bodyLeft = Content.Load<Texture2D>("bodyLeft"); cabinetPeek = Content.Load<Texture2D>("cabinetPeek"); bg = bgGet; sadako = sadakoGet; player = playerGet; sadako.setEvent(this); }
public void Interact(Player p) { }
public override void Interact(Player p) { base.Interact(p); }
protected override void Initialize() { // Sample texture, 1x1 pixel for testing. simpleTexture = new Texture2D(GraphicsDevice, 1, 1); simpleTexture.SetData(new[] { Color.White }); // Initializes the accelerometer. initializeAccelerometer(); // Databases tileDatabase = new TileDatabase(); roomDatabase = new RoomDatabase(); // Handlers songHandler = new SongHandler(); inventoryHandler = new InventoryHandler(); eventHandler = new EventHandler(); locationHandler = new LocationHandler(); // Objects mapDefinition = new Map(); sadakoReference = new Sadako(); playerReference = new Player(); // M! game profiler for FPS and other related stuff #if DEBUG Components.Add(new GameProfiler(this, Content)); #endif base.Initialize(); }
/// <summary> /// This initializes a new map given a rectangle which has /// the starting X and Y locations of the player and the /// width and size of the map (not the room). /// </summary> /// <param name="init"></param> public void Initialize(Game game, Player playerReference, ContentManager Content, Rectangle init, Texture2D tileTexture, List<Texture2D> mapDebuggingTextures, RoomDatabase roomDatabaseReference, TileDatabase tileDatabaseReference) { gameReference = game; this.shadowTexture = Content.Load<Texture2D>("shadow"); this.playerReference = playerReference; mapDefinition = init; debugTextures = mapDebuggingTextures; this.roomDatabaseReference = roomDatabaseReference; // Generate rooms int width = init.Width; int height = init.Height; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { Room r = new Room(gameReference, x, y, shadowTexture, tileDatabaseReference, playerReference, tileTexture); listOfRooms.Add(r); #if !KRUSKAL r.Initialize(); #else kruskalRooms.Add(r); // In Kruskal's, each room has a set of their own. List<Room> list = new List<Room>(); list.Add(r); sets.Add(list); #endif } } // Generate maze int destination_x = random.Next(width); int destination_y = random.Next(height); endLocation.X = destination_x; endLocation.Y = destination_y; #if KRUSKAL generateMaze(); #else generateMaze(destination_x, destination_y, null); #endif }
public virtual void Interact(Player p) { }
public void Initialize(Player player,Sadako sadako, ContentManager Content) { backgroundTexture = Content.Load<Texture2D>("horror_inventoryScreen"); itemTexture = Content.Load<Texture2D>("itemlist"); itemGetTexture = Content.Load<Texture2D>("itemget"); this.player = player; this.sadako = sadako; rectGet = new Rectangle(0, 330, 150, 150); // debug disabled D! //itemGet = new Item(ItemType.HealingSalve, player, sadako); vSlot1 = new Vector2(-250, 75); vSlot2 = new Vector2(-250, 75); vSlot3 = new Vector2(-250, 75); vSlot4 = new Vector2(-250, 220); vSlot5 = new Vector2(-250, 220); vSlot6 = new Vector2(-250, 220); rSlot1 = new Rectangle(-250, 75, 150, 150); rSlot2 = new Rectangle(-250, 75, 150, 150); rSlot3 = new Rectangle(-250, 75, 150, 150); rSlot4 = new Rectangle(-250, 220, 150, 150); rSlot5 = new Rectangle(-250, 220, 150, 150); rSlot6 = new Rectangle(-250, 220, 150, 150); }
/**************** * Methods ****************/ public Room(Game game, int X, int Y, Texture2D shadowTexture, TileDatabase tileDatabaseReference, Player playerReference, Texture2D tileTexture) : base(game) { gameReference = game; location.X = X; location.Y = Y; this.shadowTexture = shadowTexture; this.playerReference = playerReference; this.tileDatabaseReference = tileDatabaseReference; this.tileTexture = tileTexture; Random r = new Random(); roomBrightnessType = r.Next(10); if (roomBrightnessType >= 4) roomBrightnessType = REGULAR; else if (roomBrightnessType >= 2) roomBrightnessType = DARKER; else roomBrightnessType = BRIGHT; }
public virtual void Update(GameTime gameTime, Player p) { /* elapsedMilliseconds += gameTime.ElapsedGameTime.Milliseconds; if (elapsedMilliseconds > 2000) { currentDrawIndex = (currentDrawIndex == 0) ? 1 : 0; elapsedMilliseconds = 0; } */ }
public virtual Boolean Touch(Player p) { if (isActivated) return false; else if (p.hitBox.Intersects(hitbox)) { currentDrawIndex = activatedDrawIndex; return isActivated = true; } return false; }
public virtual void Interact(Player p) { if (magnetHitBox.Intersects(p.hitBox)) { // Current location of player Vector2 player = p.position; // Center the player in the hiding spot Vector2 destination = new Vector2(position.X + 32, position.Y + 48); isActivated = true; if (elapsedTime >= 1500) { p.position = destination; p.isHidden = true; elapsedTime = 0; } else { Vector2 force = Vector2.Zero; if (player.X < destination.X) force.X += magnetPulseMagnitude; else force.X -= magnetPulseMagnitude; if (player.Y < destination.Y) force.Y += magnetPulseMagnitude; else force.Y -= magnetPulseMagnitude; p.position += force; } } else if (isActivated) { isActivated = false; p.isHidden = false; elapsedTime = 0; } }
public override void Interact(Player p) { // Beds cannot be used. // base.Interact(p); }