/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game game = new Game()) { game.Run(); } }
public InstantBullet(Game game, float x, float y, float sourceX, float sourceY, int damage) : base(game, 0, "instantbullet") { X = x; Y = y; _sourceX = sourceX; _sourceY = sourceY; _damage = damage; // Slumpa animationshastigheten en aning. Mellan 4-6 ca. //_animSpeed = 1 + (int)(Util.Random () * 3); _maxLifeTime = 25; _lifeTime = 0; float p1 = 0.4f + (float)Util.Random () * 0.5f - 0.25f; // punkt 1: 0.15- float p2 = 0.9f + (float)Util.Random () * 0.3f - 0.2f; _streakStart = Math.Min (p1, p2); _streakEnd = Math.Max (p1, p2); _streakMid = _streakStart + (_streakEnd - _streakStart) * 0.7f; var c = Collider.LineFirst(sourceX, sourceY, x, y, HandleHit, this); c.FilterType = typeof(Vehicle); _game.AddCollider(c); }
public Generic(Game game, float x, float y, SpriteTemplate spriteTemplate) : base(game,0,"generic") { X = x; Y = y; // _random = (float)Util.Random(); SpriteTemplate = spriteTemplate; }
public GameObject(Game game, int updatePriority, string typeId) { UpdatePriority = updatePriority; _game = game; X = 0; Y = 0; TypeId = typeId; }
public MainMenuState(Game owner) { game = owner; buttons.Add(new GuiButton("Join Game", -1f, 0.3f, delegate () { game.States.Push(new GameState(game)); })); buttons.Add(new GuiButton("Host Game", -1f, 0f, delegate () { game.States.Push(new GameState(game)); })); buttons.Add(new GuiButton("Settings", -1f, -0.3f, delegate () { game.States.Push(new MainSettingsState(game)); })); buttons.Add(new GuiButton("Exit Game", -1f, -0.6f, delegate () { Environment.Exit(1); })); }
public void Update(Game game) { Background bg = game.Application.Renderer.Backgrounds[0]; Input input = game.Application.Input; // Lägg på acceleration om spelaren trycker i någon riktning, men bara upp till maximal hastighet. if (input.isDown (Key.CameraLeft)) _xVelocity = Math.Max (_xVelocity - acceleration, -maxVelocity); if (input.isDown (Key.CameraRight)) _xVelocity = Math.Min (_xVelocity + acceleration, maxVelocity); if (input.isDown (Key.CameraUp)) _yVelocity = Math.Max (_yVelocity - acceleration, -maxVelocity); if (input.isDown (Key.CameraDown)) _yVelocity = Math.Min (_yVelocity + acceleration, maxVelocity); // Om X-hastigheten är negativ (åt vänster), lägg på friktion åt höger. Annars tvärt om. if (_xVelocity < 0) _xVelocity = Math.Min (_xVelocity + friction, 0); if (_xVelocity > 0) _xVelocity = Math.Max (_xVelocity - friction, 0); // Om Y-hastigheten är negativ (uppåt), lägg på friktion neråt. Annars tvärt om. if (_yVelocity < 0) _yVelocity = Math.Min (_yVelocity + friction, 0); if (_yVelocity > 0) _yVelocity = Math.Max (_yVelocity - friction, 0); // Uppdatera positionen med hjälp av hastigheterna. _x = _x + _xVelocity; _y = _y + _yVelocity; // Kollidera mot vänsterkanten och nolla X-hastigheten. if (_x < 0) { _x = 0; _xVelocity = 0; } // Kollidera mot högerkanten och nolla X-hastigheten. if (_x > bg.MaxHScroll) { _x = bg.MaxHScroll; _xVelocity = 0; } // Kollidera mot överkanten och nolla Y-hastigheten. if (_y < 0) { _y = 0; _yVelocity = 0; } // Kollidera mot nederkanten och nolla Y-hastigheten. if (_y > bg.MaxVScroll) { _y = bg.MaxVScroll; _yVelocity = 0; } // Nu har vi en färdig position, så scrolla bakgrundslagret. bg.HScroll = _x; bg.VScroll = _y; game.Application.Renderer.Backgrounds[1].HScroll = _x; game.Application.Renderer.Backgrounds[1].VScroll = _y; }
public Machinegun(Game game, int x, int y) : base(game,x,y,"machinegun") { _fireTimer.Elapsed += HandleFireTimerElapsed; _targetingTimer.Elapsed += HandleFireTimerElapsed; CurrentUpgradeChanged += delegate { _fireTimer.ResetValue = CurrentUpgrade.ReloadTime; }; }
public MainWindow() { InitializeComponent(); game = new Game(this); Game.me = new Player(0, "Bam"); game.AddPlayer(Game.me); myStats.DataContext = Game.me; listBoxOut.Items.Refresh(); hitInput.SelectAll(); KeyDown += inputKeyDown; }
static void Main(string[] args) { var hostname = Settings.Default.Hostname; var port = Settings.Default.Port; var username = Settings.Default.Username; var password = Settings.Default.Password; var logLevel = Settings.Default.Loglevel; var p = new Game<CommandLineUI>(hostname, port, username, password, logLevel); Console.OutputEncoding = Encoding.UTF8; Console.InputEncoding = Encoding.UTF8; p.Start(); }
public Bullet(Game game, float x, float y, float targetX, float targetY, int damage) : base(game,0,"bullet") { X = x; Y = y; _damage = damage; float d = Util.Distance(x,y,targetX,targetY); _sourceX = x; _sourceY = y; _targetX = targetX; _targetY = targetY; _k = 0.0f; _v = 12.0f / d; _sprite = new Sprite(_bulletTmp, 0, 2); }
public MainSettingsState(Game owner) { game = owner; //Temp solution UserSettings userSettings = new UserSettings(); try { userSettings.UpdateFromFile("Userprefs.txt"); } catch(Exception) { userSettings.GenerateNewUserpref("Userprefs.txt"); } //Create and fill gui lists here // The titles for each layer Font font = new Font(FontFamily.GenericSansSerif, 20); texSettingsTitle = GraphicsTools.GenerateTextureFromText("-SETTINGS-", font); texGeneralTitle = GraphicsTools.GenerateTextureFromText("-GENERAL-", font); texAudioTitle = GraphicsTools.GenerateTextureFromText("-AUDIO-", font); texVideoTitle = GraphicsTools.GenerateTextureFromText("-VIDEO-", font); texControlsTitle = GraphicsTools.GenerateTextureFromText("-CONTROLS-", font); /* Add the GUI elements to each layer and delegate functionality */ //The top layer of the options menu: topLayerButtons.Add(new GuiButton("General", layoutX[0], layoutY[0], delegate () { currentLayer = (int)settingStates.generalLayer; })); topLayerButtons.Add(new GuiButton("Audio", layoutX[0], layoutY[1], delegate () { currentLayer = (int)settingStates.audioLayer; })); topLayerButtons.Add(new GuiButton("Video", layoutX[0], layoutY[2], delegate () { currentLayer = (int)settingStates.videoLayer; })); topLayerButtons.Add(new GuiButton("Controls", layoutX[0], layoutY[3], delegate () { currentLayer = (int)settingStates.controlsLayer; })); topLayerButtons.Add(new GuiButton("Return", layoutX[1], layoutY[3], delegate () { game.States.Pop(); })); generalLayerGUI.Add(new GuiButton("Return", layoutX[1], layoutY[3], delegate () { currentLayer = (int)settingStates.topLayer; })); audioLayerGUI.Add(new GUICheckBox(layoutX[1], layoutY[0], userSettings.MUSIC)); audioLayerGUI.Add(new GUICheckBox(layoutX[1], layoutY[1], userSettings.SOUND)); audioLayerGUI.Add(new GUISlider( layoutX[1], layoutY[2], userSettings.VOLUME)); audioLayerGUI.Add(new GuiButton("Return", layoutX[1], layoutY[3], delegate () { currentLayer = (int)settingStates.topLayer; })); videoLayerGUI.Add(new GuiButton("Return", layoutX[1], layoutY[3], delegate () { currentLayer = (int)settingStates.topLayer; })); controlsLayerGUI.Add(new GuiButton("Return", layoutX[1], layoutY[3], delegate () { currentLayer = (int)settingStates.topLayer; })); }
public Explosion(Game game, float x, float y, ExplosionType type) : base(game, 0, "explosion") { X = x; Y = y; _animSpeed = 4f; _type = type; switch (_type) { case ExplosionType.Smoky: _template = new SpriteTemplate () { TilemapName = "units", Rectangle = new Rectangle(0, 832, 96, 96) }; _frameCount = 16; _animSpeed = 4f; _lifeTime = -6; break; } _sprite = new Sprite(_template, 0, Priority.Explosion); _sprite[0].Angle = (ushort)Util.RandomInt(0,4095); _sprite[0].Scale = Util.Random(0.6f, 1.0f); }
public ShopState(Game owner) { }
public GameState(Game owner) { game = owner; Client.ConnectToServer(HelperFunctions.GetIP4Address()); }
static void Main(string[] args) { var p = new Game<CommandLineUI>("username", "password"); p.Start(); }
public OptionsState(Game owner) { }
public void OnGameStarted(Player player, Game newGame) { _clientProcessor.OnGameStarted(player, newGame); }
public GameMenuState(Game owner) { }
private static void GameWindowTask() { game = new Game(); game.Run(60); }