public Monster(MonsterStatus stats, Sprite sprite, SpriteManager sm) { this.stats = stats; this.sprite = sprite; this.SM = sm; currenttask = new Task(Task.Type.Poop, null); currenttask.status = Task.Status.Done; }
private void Initilize() { spritebatch = new SpriteBatch(_graphicsDevice); spriteManager = new SpriteManager(spritebatch, graphicsDevice, contentManager); pathfinder = new Pathfinder(this); List <Vector2> path = pathfinder.FindPath(new Point(1, 1), new Point(10, 1)); foreach (Vector2 point in path) { //Console.WriteLine("Path: " + point); } foreach (Vector2 point in path) { AIPos = new Vector2(point.X, point.Y); //Console.WriteLine("AI: " + AIPos); break; } /* * foreach (Vector2 point in tempPath) * { * AIPos = new Vector2((point.X / 48) % 16, (point.Y / 48) % 16); * Console.WriteLine("AI: " + AIPos); * break; * } * * foreach (Vector2 point in tempPath) * { * int pointX = (int)point.X; * int pointY = (int)point.Y; * int tempX, tempY; * * if (((point.X % 48) != 0) || (((point.Y % 48) != 0))) * { * tempX = (int)(point.X % 48); * tempY = (int)(point.Y % 48); * * Console.WriteLine("point = {X:" + pointX + " Y:" + pointY + "} X = " + tempX + " Y = " + tempY); * * if (tempX == 32) * pointX += 16; * * if (tempX == 16) * pointX -= 16; * * if (tempY == 32) * pointY += 16; * * if (tempY == 16) * pointY -= 16; * * path.Add(new Vector2(pointX, pointY)); * } * } */ Human h1 = new Human( contentManager.Load <Texture2D>(@"Sprites/player"), new Point(42, 42), new Vector2(48, 48), Vector2.Zero, 10, 0, movedata, sceneManager); spriteManager.AddSprite(h1); Console.WriteLine("TESSSSSSSSSST"); MonsterStatus ms = new MonsterStatus(0, 0, 0, @"Monster One"); M1 = new Monster(ms, ref h1, spriteManager); spriteManager.AddSprite(new ComputerAI( contentManager.Load <Texture2D>(@"Sprites/player"), new Point(42, 42), AIPos, Vector2.Zero, 10, 0, movedata, sceneManager, path)); //spriteManager.AddSprite(new Poop(contentManager.Load<Texture2D>(@"Sprites/poop"), new Vector2(50 * 3, 50 * 3))); line = new Texture2D(_graphicsDevice, 1, 1); line.SetData(new[] { Color.Black }); }
private void Initilize() { spritebatch = new SpriteBatch(_graphicsDevice); spriteManager = new SpriteManager(spritebatch, graphicsDevice, contentManager); pathfinder = new Pathfinder(this); List<Vector2> path = pathfinder.FindPath(new Point(1, 1), new Point(10, 1)); foreach (Vector2 point in path) { //Console.WriteLine("Path: " + point); } foreach (Vector2 point in path) { AIPos = new Vector2(point.X, point.Y); //Console.WriteLine("AI: " + AIPos); break; } /* foreach (Vector2 point in tempPath) { AIPos = new Vector2((point.X / 48) % 16, (point.Y / 48) % 16); Console.WriteLine("AI: " + AIPos); break; } foreach (Vector2 point in tempPath) { int pointX = (int)point.X; int pointY = (int)point.Y; int tempX, tempY; if (((point.X % 48) != 0) || (((point.Y % 48) != 0))) { tempX = (int)(point.X % 48); tempY = (int)(point.Y % 48); Console.WriteLine("point = {X:" + pointX + " Y:" + pointY + "} X = " + tempX + " Y = " + tempY); if (tempX == 32) pointX += 16; if (tempX == 16) pointX -= 16; if (tempY == 32) pointY += 16; if (tempY == 16) pointY -= 16; path.Add(new Vector2(pointX, pointY)); } } */ Human h1 = new Human( contentManager.Load<Texture2D>(@"Sprites/player"), new Point(42, 42), new Vector2(48, 48), Vector2.Zero, 10, 0, movedata, sceneManager); spriteManager.AddSprite(h1); Console.WriteLine("TESSSSSSSSSST"); MonsterStatus ms = new MonsterStatus(0, 0, 0, @"Monster One"); M1 = new Monster(ms, ref h1, spriteManager); spriteManager.AddSprite(new ComputerAI( contentManager.Load<Texture2D>(@"Sprites/player"), new Point(42, 42), AIPos, Vector2.Zero, 10, 0, movedata, sceneManager, path)); //spriteManager.AddSprite(new Poop(contentManager.Load<Texture2D>(@"Sprites/poop"), new Vector2(50 * 3, 50 * 3))); line = new Texture2D(_graphicsDevice, 1, 1); line.SetData(new[] { Color.Black }); }