public Player AddPlayer(Player p) { long id = 0; if( players.Keys.Count > 0 ) id = players.Keys.Last() + 1; return AddPlayer(id, p); }
public override void Pickup(Player p) { if (p.BombRange < Config.BombMaxRange) { p.BombRange++; // mark for death base.Pickup (p); } }
// constructor (each player will need their own Counter and Meter objects) public UserInterface(Player pl) { player = pl; player.MacGuffinCount = 0; stunCharge = 0; stunCountdown = 100; stunIsActive = false; }
public Player AddPlayer(long id, Player p) { SpawnPoint spawn = engine.BlockManager.RequestSpawnPoint(); p.Position = new Vector2(spawn.Point.X*32, spawn.Point.Y*32); p.Engine = engine; p.ID = id; players.Add(id, p); return p; }
public override void OnPass(Player p) { base.OnPass (p); if (p.Rectangle.Intersects (Rectangle)) { Vector2 offset = Vector2.Divide (new Vector2 (Width, Height), 2.5f); Rectangle killArea = new Rectangle(Convert.ToInt16(Rectangle.X+offset.X), Convert.ToInt16(Rectangle.Y+offset.Y), Convert.ToInt16(Rectangle.Width-offset.X), Convert.ToInt16(Rectangle.Height-offset.Y)); if (p.Rectangle.Intersects (killArea)) { //p.Kill (); bomb.Player.Killed(p); } } }
protected override void Initialize() { base.Initialize (); WindowWidth = GraphicsDevice.DisplayMode.Width; WindowHeight = GraphicsDevice.DisplayMode.Height; graphics.PreferredBackBufferWidth = WindowWidth; graphics.PreferredBackBufferHeight = WindowHeight; graphics.ApplyChanges(); Player = new Player ((WindowWidth - 32.0f) / 2.0f, (WindowHeight - 32.0f) / 2.0f, this, squid); Enemy = new Enemy (WindowWidth / 4.0f, WindowHeight / 4.0f, 4, EnemyTexture, this); }
public void Killed(Player p) { if (p == this) --score; else ++score; }
public override void Pickup(Player p) { Console.WriteLine ("More speed!"); p.Acceleration = new Vector2(p.Acceleration.X+.1f, p.Acceleration.Y+.1f); base.Pickup (p); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here screenManager.AddScreen(new MainMenuScreen("Menu"), PlayerIndex.One); screenManager.Initialize(); otherScreens = screenManager.GetScreens(); startPlace = new Rectangle(400, 300, 28, 62); player1 = new Player(1, Color.Red); user1 = new UserInterface(player1); char1 = new Character(player1); char1.Place = new Rectangle(400, 300, 28, 62); player2 = new Player(2, Color.Blue); user2 = new UserInterface(player2); char2 = new Character(player2); char2.Place = new Rectangle(475, 300, 28, 62); player3 = new Player(3, Color.Green); user3 = new UserInterface(player3); char3 = new Character(player3); char3.Place = new Rectangle(550, 300, 28, 62); player4 = new Player(4, Color.Yellow); user4 = new UserInterface(player4); char4 = new Character(player4); char4.Place = new Rectangle(625, 300, 28, 62); characters.Add(char1); characters.Add(char2); characters.Add(char3); characters.Add(char4); // read the map ReadMap("map1.txt"); base.Initialize(); }
public virtual void OnPass(Player p) { }
int startY; // holds current Y position #endregion Fields #region Constructors public Character(Player pl) { player = pl; startY = place.Y; jumpSpeed = 0; }
public virtual void Pickup(Player p) { Kill (); }
public override void OnPass(Player p) { base.OnPass (p); Pickup (p); }
private void DrawPlayerName(SpriteBatch spriteBatch, Player player, int x, int nameOffset, int pointsOffset, SpriteFont font) { if(player.CurrentMove) { var playerNameSize = _smallMenuFont.MeasureString(player.Name); var playerPointsSize = _smallMenuFont.MeasureString(player.Points + ""); var width = (int)(playerNameSize.X > playerPointsSize.X ? playerNameSize.X : playerPointsSize.X) + 10; var height = (int)(playerNameSize.Y + playerPointsSize.Y); var currentPlayerBox = CreateBox(width, height, x - 5, nameOffset - 5); var fillText = new Texture2D(GraphicsDevice, 1, 1); fillText.SetData(new[] { _gameBackgroundColor }); DrawBorder(spriteBatch, currentPlayerBox, Color.MediumVioletRed, 2); } spriteBatch.DrawString(font, player.Name, new Vector2(x, nameOffset), player.Color); spriteBatch.DrawString(font, player.Points + "", new Vector2(x, pointsOffset), player.Color); }
public GameScene(Game game) : base(game) { player = new Player(game); enemy = new Enemy(game); }