public OverWorld(TileMap owm, int x, int y, Game1 g) { OWmap = owm; Xpos = x; Ypos = y; Facing = 2; EntityList = new List<Entity>(); Game_Ref = g; mapList = new List<TileMap>(); mapList.Add(OWmap); }
public OverWorld(int[,] existingMap, int[,] existingCollisionMap, int x, int y, Game1 g) { OWmap = new TileMap(existingMap, existingCollisionMap); Xpos = x; Ypos = y; Facing = 2; EntityList = new List<Entity>(); Game_Ref = g; mapList = new List<TileMap>(); mapList.Add(OWmap); }
public Combat(ContentManager content, int height, int width, Game1 game, Player[] p, Enemy[] e) { _content = content; _height = height; _width = width; maingame = game; random = new Random(); highestMenuOption = 1; lowestMenuOption = 3; menuLayer = 0; menuoption = (int)MenuOption.Fight; prevKeyboardState = Keyboard.GetState(); currentKeyboardState = Keyboard.GetState(); thePlayers = p; theEnemies = e; messageQueue = new Queue<string>(); AddMessage("Player Turn"); ranAway = false; }
public static OverWorld getMap(String input, Game1 g) { switch (input) { case "test": return getMap(1, g); case "grassy": return getMap(2, g); case "dungeon1": return getMap(3, g); default: //Console.WriteLine("Tried to get a bad map."); return null; } }
public static OverWorld getMap(int index, Game1 g) { switch (index) { case 1: // initial test overworld return new OverWorld(new int[,] { {1,0,0,0,3,0,3,0}, {0,2,0,0,0,0,1,0}, {1,0,0,2,0,0,0,0}, {0,0,0,0,0,0,0,0}, {1,0,4,0,0,0,4,0}, {0,0,0,0,0,0,3,0} }, new int[,] { {1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0} }, 2, 2, g); case 2: // only grass return new OverWorld(new int[,] { {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0} }, new int[,] { {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0} }, 2, 2, g); case 3: // dungeon room return new OverWorld(new int[,] { {5,5,5,5,5,5,5,5}, {5,9,9,9,9,9,9,5}, {9,9,9,9,9,9,9,5}, {5,9,9,9,9,9,9,5}, {5,9,9,9,9,9,9,5}, {5,5,5,5,5,5,5,5} }, new int[,] { {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {0,0,0,0,0,0,0,0}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1} }, 2, 0, g); case 4: // big dungeon room return new OverWorld(new int[,] { {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}, {1,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,5}, {5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,1}, {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5} }, new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} }, 1, 1, g); case 5: return new OverWorld(new int[,] { {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5}, {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5} }, new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} },10,0,g); case 6: return new OverWorld(new int[,] { {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}, {1,7,7,7,7,7,7,7,7,7,7,7,7,7,7,1},//door here {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5}, {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5}, {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5}, {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5}, {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5}, {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5}, {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5}, {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5}, {5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,1},//door here {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5} }, new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} }, 10, 0, g); case 7: return new OverWorld(new int[,] { {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}, {1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5},//door here {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,1},//door here {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5} }, new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} }, 10, 0, g); case 8: return new OverWorld(new int[,] { {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}, {1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5},//door here {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,1},//door here {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5}, {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5} }, new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} }, 10, 0, g); default: //Console.WriteLine("Tried to get a bad map."); return null; } }