Exemplo n.º 1
0
        private void Reset(int rows, int columns)
        {
            this.rows    = rows;
            this.columns = columns;

            if (!firstTimeSetup)
            {
                this.Remove(thePlayer);
                this.Remove(theOtherPlayer);
            }
            thePlayer       = new GameObjects.Player("spr_player", rows, columns, true);
            theOtherPlayer  = new GameObjects.Player("spr_player", rows, columns, false);
            theDynamiteList = new List <GameObject>();

            this.Add(theTiles);
            this.Add(thePlayer);
            this.Add(theOtherPlayer);
            this.Add(theScore);

            firstTimeSetup = false;
        }
Exemplo n.º 2
0
 public GatherableManager(TileMaps.TilemapManager mapManager, InventoryManager invenManager, ContentManager content, GameObjects.Player player)
 {
     _GatherableListActive   = new List <Gatherable>();
     _GatherableListInActive = new List <Gatherable>();
     PlantList         = new List <Plant>();
     _InventoryManager = invenManager;
     Content           = content;
     thePlayer         = player;
     _TilemapManager   = mapManager;
 }
Exemplo n.º 3
0
 public StatusConsole(GameObjects.Player player) : base(60, 3)
 {
     Position    = new SadRogue.Primitives.Point(1, 30 + 1);
     this.player = player;
 }
Exemplo n.º 4
0
 public Sensor(string assetName, Vector2 RelativeLocation, GameObjects.Player thePlayer, int whichSensor) : base(assetName)
 {
     this.RelativeLocation = RelativeLocation;
     this.thePlayer        = thePlayer;
     this.whichSensor      = whichSensor;
 }
Exemplo n.º 5
0
 public ConfirmJoiningGameMessage(ulong gameId, GameObjects.Player playerDef, string guid, ulong playerId) : base(playerId)
 {
     GameId           = gameId;
     PlayerDefinition = playerDef;
     GUID             = guid;
 }
Exemplo n.º 6
0
 public NPCManager(TileMaps.TilemapManager tMapManager, ContentManager content, GameObjects.Player player, DialogManager dm, InventoryManager im, WorldObjectManager wom)
 {
     _SpriteListActive   = new List <NPC>();
     _SpriteListDead     = new List <NPC>();
     _ProjectileList     = new List <Projectile>();
     _TilemapManager     = tMapManager;
     _DialogManager      = dm;
     _Content            = content;
     _InventoryManager   = im;
     _WorldObjectManager = wom;
     thePlayer           = player;
 }