Exemplo n.º 1
0
 /// <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()
 {
     graphics.PreferredBackBufferHeight = 288;
     graphics.PreferredBackBufferWidth  = 320;
     graphics.ApplyChanges();
     scale = MathHelper.Min(scaleX, scaleY);
     #region Levels
     allNPCS    = npcs.AllNPCS;
     allObjects = objects.AllObjects;
     Levels     = new Dictionary <string, Level>();
     area1      = new Level("area1", true, allNPCS["area1"]);
     area2      = new Level("area2", true, allNPCS["area2"]);
     area3      = new CollectionQuest("area3", false, allNPCS["area3"], allObjects["testQuestObjects"]);
     area4      = new ShootingQuest("area1", true, new Dictionary <string, NPC>(), allObjects["testShootingObjects"]);
     area5      = new Level("area4", true, allNPCS["area5"]);
     Levels.Add("area1", area1);
     Levels.Add("area2", area2);
     Levels.Add("area3", area3);
     Levels.Add("area4", area4);
     Levels.Add("area5", area5);
     #endregion
     player = new Player(new Vector2(41, 108));
     base.Initialize();
 }
Exemplo n.º 2
0
 public virtual void Update(GameTime gT, Player p, GamePadState gP, KeyboardState kB, Game1 game, CollectionQuest lvl)
 {
 }
Exemplo n.º 3
0
 public override void Update(GameTime gT, Player p, GamePadState gP, KeyboardState kB, Game1 game, CollectionQuest lvl)
 {
     if (!collected)
     {
         gP = GamePad.GetState(PlayerIndex.One);
         kB = Keyboard.GetState();
         base.Update(gT, p, gP, kB, game, lvl);
         #region ButtonPrompt
         Vector2 vect = base.ObPos - p.PlayerPos;
         float   dist = vect.Length();
         if (dist <= 10.0f)
         {
             showBut = true;
             if (gP.Buttons.B == ButtonState.Pressed || kB.IsKeyDown(Keys.B))
             {
                 collected = true;
                 lvl.ColCount++;
                 Debug.WriteLine("Collected Items: " + lvl.ColCount);
             }
         }
         else
         {
             showBut = false;
         }
         #endregion
     }
 }