public PlayOptionsState(string s_Title) : base("pos") { sTitle = s_Title; tp = new Player (); MenuButton mbGo = new MenuButton ("Go"); //mbGo.Selected += GoSelected; lButtons = new List<MenuButton> (){ mbGo }; }
public Level2(Player player) { oPlayer = player; ID = "Level2"; var startPosOffset = 50; for(var i = 0; i < 500; i++) lCivilians.Add(new Civilian(new Vector2(GameWindow.rRandom.Next(startPosOffset,RIR.IVirtualWidth-startPosOffset), GameWindow.rRandom.Next(startPosOffset,RIR.IVirtualHeight-startPosOffset)), (float)(GameWindow.rRandom.NextDouble()), hair[GameWindow.rRandom.Next(0, hair.Count)], GameWindow.rRandom.Next(150,200), GameWindow.rRandom.Next(50,100), (byte)GameWindow.rRandom.Next(0,12))); }
public EndLevelState(Player Player, List<Civilian>l_suspects) : base("EndLevel") { ID="endlevel"; MenuButton mbContinue = new MenuButton ("Continue"); mbContinue.Selected += ContinueSelected; lButtons = new List<MenuButton> () { mbContinue }; lSuspects = new List<Civilian> (l_suspects); thePlayer = Player; lSuspects.ForEach (delegate(Civilian c) { if(c.GetType().Equals(typeof(Civilian))) numCiv++; else if (c.GetType().Equals(typeof(Perp))) numPerp++; });
public void LoadLevel (Player tp) { //really should be a better way switch (tp.CurrentLevel) { case 1: AddState(new Level1(tp)); break; case 2: AddState(new Level2(tp)); break; default: Console.WriteLine("bad level number"); break; }
public ArrestedState(Player aPlayer) { Player = aPlayer; }