public StatusLine(StatusLineType type) { _belowLine = GameGraphics.GetTexture("red_bar"); if (type == StatusLineType.Green) _topLine = GameGraphics.GetTexture("green_bar"); else _topLine = GameGraphics.GetTexture("yellow_bar"); }
public FarmBase(string identifier, GameWorld gameWorldRef, GamePlayer playerRef, Point location) { Texture = GameGraphics.GetTexture(identifier); Location = location; _gameWorldRef = gameWorldRef; PlayerRef = playerRef; MapRef = _gameWorldRef.Map; _drawDepth = 1.0f - TileEngineInfo.HeightRowDepthMod; _rowOffset = (MapRef.MapCellAt(location).OnOddRow) ? TileInfo.OddRowXOffset : 0; FarmOrigin = new Vector2((Location.X * TileInfo.TileStepX) + _rowOffset + Texture.AlignmentOffset.X, Location.Y * TileInfo.TileStepY - Texture.AlignmentOffset.Y); }
protected CreatureBase(string animationIdentifier, int frameWidth, int frameHeight, int frames, GameWorld gameWorldRef, GamePlayer playerRef, Vector2 position, float animationSpeed) { PlayerRef = playerRef; GameWorldRef = gameWorldRef; _mapRef = gameWorldRef.Map ; // walking animation is unified in all creatures #region setting appropriate walking animation AnimationSet = GameGraphics.GetTexture(animationIdentifier); Animation = new SpriteAnimation(AnimationSet.SourceTexture); Animation.AddAnimation("Walk_E", 0, frameHeight * 0, frameWidth, frameHeight, frames, animationSpeed); Animation.AddAnimation("Walk_N", 0, frameHeight * 1, frameWidth, frameHeight, frames, animationSpeed); Animation.AddAnimation("Walk_NE", 0, frameHeight * 2, frameWidth, frameHeight, frames, animationSpeed); Animation.AddAnimation("Walk_NW", 0, frameHeight * 3, frameWidth, frameHeight, frames, animationSpeed); Animation.AddAnimation("Walk_S", 0, frameHeight * 4, frameWidth, frameHeight, frames, animationSpeed); Animation.AddAnimation("Walk_SE", 0, frameHeight * 5, frameWidth, frameHeight, frames, animationSpeed); Animation.AddAnimation("Walk_SW", 0, frameHeight * 6, frameWidth, frameHeight, frames, animationSpeed); Animation.AddAnimation("Walk_W", 0, frameHeight * 7, frameWidth, frameHeight, frames, animationSpeed); Animation.AddAnimation("Idle_E", 3 * frameWidth, frameHeight * 0, frameWidth, frameHeight, 1, 0.2f); Animation.AddAnimation("Idle_N", 3 * frameWidth, frameHeight * 1, frameWidth, frameHeight, 1, 0.2f); Animation.AddAnimation("Idle_NE", 3 * frameWidth, frameHeight * 2, frameWidth, frameHeight, 1, 0.2f); Animation.AddAnimation("Idle_NW", 3 * frameWidth, frameHeight * 3, frameWidth, frameHeight, 1, 0.2f); Animation.AddAnimation("Idle_S", 3 * frameWidth, frameHeight * 4, frameWidth, frameHeight, 1, 0.2f); Animation.AddAnimation("Idle_SE", 3 * frameWidth, frameHeight * 5, frameWidth, frameHeight, 1, 0.2f); Animation.AddAnimation("Idle_SW", 3 * frameWidth, frameHeight * 6, frameWidth, frameHeight, 1, 0.2f); Animation.AddAnimation("Idle_W", 3 * frameWidth, frameHeight * 7, frameWidth, frameHeight, 1, 0.2f); CurrentAnimation = "Idle_SE"; Animation.IsAnimating = true; #endregion Position = position; _currentMoveDir = Vector2.Zero; _previousMovDir = Vector2.Zero; Distination = position; HealthStatusLine = new StatusLine(StatusLineType.Green); _healthStatusLineOffset = new Vector2(-13, -50); Actions = new ActionManager(); }
public Tree(string Identifier, GameWorld gameWorldRef, Point Location) { this.texture = GameGraphics.GetTexture(Identifier); _gameWorldRef = gameWorldRef; this.Location = Location; this.MapRef = _gameWorldRef.Map; rowOffset = (MapRef.MapCellAt(Location).OnOddRow) ? TileInfo.OddRowXOffset : 0; depth = MapRef.MapCellAt(Location).DrawDepth; // make tree place unwalkable.. MapRef.MapCellAt(Location).Walkable = false; // add tree shadow to base tiles of the occupied cell.. MapRef.MapCellAt(Location).AddTopperTile("tree_shadow"); Position = new Vector2((Location.X * TileInfo.TileStepX) + rowOffset + texture.AlignmentOffset.X, Location.Y * TileInfo.TileStepY - texture.AlignmentOffset.Y); SelectionBox = new Rectangle((int)Position.X, (int)Position.Y, texture.SourceRectangle.Width, texture.SourceRectangle.Height); }
public int GetSlopeMapHeight(Point localPixel, Texture slopeMap) { if (slopeMap == null) return 0; Color[] slopeColor = new Color[1]; slopeMap.SourceTexture.GetData( 0, new Rectangle(localPixel.X + slopeMap.SourceRectangle.X, localPixel.Y + slopeMap.SourceRectangle.Y, 1, 1), slopeColor, 0, 1); int offset = (int)(((float)(255 - slopeColor[0].R) / 255f) * TileInfo.HeightTileOffset); return offset; }
protected BuildingBase(string identifier, GameWorld gameWorldRef, GamePlayer playerRef, Point location) { Texture = GameGraphics.GetTexture(identifier); Location = location; GameWorldRef = gameWorldRef; MapRef = gameWorldRef.Map; PlayerRef = playerRef; var rowOffset = (MapRef.MapCellAt(location).OnOddRow) ? TileInfo.OddRowXOffset : 0; BuildingOrigin = new Vector2((location.X * TileInfo.TileStepX) + rowOffset + Texture.AlignmentOffset.X, location.Y * TileInfo.TileStepY - Texture.AlignmentOffset.Y); #region Build Segments of the texture.. var imgSegmentsF = new List<Rectangle>(); var imgSegmentsB = new List<Rectangle>(); var segWidth = TileInfo.TileWidth / 2; // seg_width = 32 var doubleDivision = (Texture.SourceRectangle.Width / 2.0) / segWidth; var intDivision = (double)((int)doubleDivision); // check if image width not devided by half of tile width (32) const double epsilon = 0.01f; var isOverloaded = (!(Math.Abs(doubleDivision - intDivision) < epsilon)); int height = Texture.SourceRectangle.Height; int mid = Texture.SourceRectangle.Width / 2; int forwardIndexer = mid; int backwardIndexer = mid - segWidth; for (int i = 0; i < intDivision; i++) { var rectForward = new Rectangle(forwardIndexer, Texture.SourceRectangle.Y, segWidth, height); var rectBackward = new Rectangle(backwardIndexer, Texture.SourceRectangle.Y, segWidth, height); imgSegmentsB.Add(rectBackward); imgSegmentsF.Add(rectForward); forwardIndexer += segWidth; backwardIndexer -= segWidth; } // next, using latest value of forward_indexer if (isOverloaded) { var leftSegWidth = mid - (int)intDivision * segWidth; var lastRectRight = new Rectangle(/**/forwardIndexer/**/, Texture.SourceRectangle.Y, leftSegWidth, height); var lastRectLeft = new Rectangle(Texture.SourceRectangle.X, Texture.SourceRectangle.Y, leftSegWidth, height); imgSegmentsB.Add(lastRectLeft); imgSegmentsF.Add(lastRectRight); } // setting depths of segments.. var indexer = location; _imgSegmentsDepths = new List<SegDepth>(); // first forward and backward segments have same depth as cell at this building's Location var depth = MapRef.MapCellAt(location).DrawDepth; _imgSegmentsDepths.Add(new SegDepth(imgSegmentsF[0], depth)); _imgSegmentsDepths.Add(new SegDepth(imgSegmentsB[0], depth)); // moving to the tiles on the right.. for (var i = 1; i < imgSegmentsF.Count; i++) { indexer = indexer.WalkTo(Direction.NE); depth = MapRef.MapCellAt(indexer).DrawDepth; _imgSegmentsDepths.Add(new SegDepth(imgSegmentsF[i], depth)); } //resetting indexer = location; // moving to the tiles on the left.. for (int i = 1; i < imgSegmentsB.Count; i++) { indexer = indexer.WalkTo(Direction.NW); depth = MapRef.MapCellAt(indexer).DrawDepth; _imgSegmentsDepths.Add(new SegDepth(imgSegmentsB[i], depth)); } // constructing an ordered version of the img_segments_depths list.. ImgSegmentsDepthsOrdered = new List<SegDepth>(); for (int i = _imgSegmentsDepths.Count - 1; i >= _imgSegmentsDepths.Count - (imgSegmentsB.Count - 1); i--) { ImgSegmentsDepthsOrdered.Add(_imgSegmentsDepths[i]); } ImgSegmentsDepthsOrdered.Add(_imgSegmentsDepths[1]); ImgSegmentsDepthsOrdered.Add(_imgSegmentsDepths[0]); for (int i = 2; i < (imgSegmentsF.Count - 1) + 2; i++) { ImgSegmentsDepthsOrdered.Add(_imgSegmentsDepths[i]); } /// /// now, img_segments_depths_ordered is constructed properly /// so that it can be used to access and / or modify the segments of /// the building in the child classes of this class /// #endregion #region Generating Built Units Locations and idle animations BuiltUnitsLocations = new List<Vector2>(); var cells = new List<Point>(); var index = Location; index = index.WalkTo(Direction.S).WalkTo(Direction.NE) .WalkTo(Direction.NE).WalkTo(Direction.NE); cells.Add(index); index = index.WalkTo(Direction.SW); cells.Add(index); index = index.WalkTo(Direction.SW); cells.Add(index); index = index.WalkTo(Direction.SW); cells.Add(index); index = index.WalkTo(Direction.NW); cells.Add(index); index = index.WalkTo(Direction.NW); cells.Add(index); index = index.WalkTo(Direction.NW); cells.Add(index); _builtUnitIndex = 0; foreach (var point in cells) { BuiltUnitsLocations.Add(MapRef.MapCellAt(point).CenterPosition); } // setting initial idle animations to look away from building InitialIdleAnimation = new List<string>(); InitialIdleAnimation.Add("Idle_SE"); InitialIdleAnimation.Add("Idle_SE"); InitialIdleAnimation.Add("Idle_SE"); InitialIdleAnimation.Add("Idle_S"); InitialIdleAnimation.Add("Idle_SW"); InitialIdleAnimation.Add("Idle_SW"); InitialIdleAnimation.Add("Idle_S"); InitialIdleAnimation.Add("Idle_SW"); InitialIdleAnimation.Add("Idle_SW"); #endregion }