Пример #1
0
 public void RedrawGame()
 {
     UpdatePlayerMoves();
     UpdateBoxMoves();
     this.objectLayer.Children.Clear();
     this.objectLayer.Children.Add(GameObjectLayer.ShowGrid());
 }
        public CollisionScene()
        {
            // Create the background layer and add it to the scene
            var backgroundLayer = new BackgroundLayer();
            AddChild(backgroundLayer);

            // Create the game object layer and add it to the scene
            var gameObjectLayer = new GameObjectLayer();
            AddChild(gameObjectLayer);
        }
Пример #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // Create a new SpriteBox.
            Global.spriteBox = new SpriteBox();

            cursor = Content.Load <Texture2D>("MouseCursor");
            SoundEffect se = Content.Load <SoundEffect>("Town-of-Forgotten-Souls");

            // Create layers.
            FileStream      fs                = (FileStream)TitleContainer.OpenStream("Content/Tilemaps/tilemap1.tm");
            GameObjectLayer GOLayer           = new GameObjectLayer("GameObjectLayer");
            GUILayer        guiLayer          = new GUILayer("GUILayer");
            Tilemap         tm                = new Tilemap("tilemap1", fs);
            EffectLayer     bottomEffectLayer = new EffectLayer("BottomEffectLayer", true);
            EffectLayer     topEffectLayer    = new EffectLayer("TopEffectLayer");

            // Add layers to world. The order is important.
            Global.world.AddLayers(tm, GOLayer, bottomEffectLayer, guiLayer, topEffectLayer);

            GOLayer.elements.Add(Player.GetPlayer(100, 100));
            GOLayer.elements.Add(new Boundary(300, 300));
            GOLayer.elements.Add(new Lantern(200, 200));
            List <Enemy> enemyFrontList  = new List <Enemy>();
            List <Enemy> enemyBehindList = new List <Enemy>();

            enemyFrontList.Add(new Goul());
            GOLayer.elements.Add(new EnemySoul(400, 400, new Combat(enemyFrontList, enemyBehindList)));

            Global.soulBox = new SoulBox();

            Hero1 hero  = new Hero1(FighterState.Front);
            Hero2 hero2 = new Hero2(FighterState.Front);
            Ring1 ring1 = new Ring1();

            Global.world.GetPlayer().AddHero(hero);
            Global.world.GetPlayer().AddHero(hero2);
            Global.world.GetPlayer().AddItem(ring1);

            ChangeState(new ExploreState());
        }