/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public ShopSprite(Texture2D textureImage, Vector2 position, int collisionOffset, Mapper mapper, Game1 gameRef) : base(textureImage, position, new Point(32, 32), 0, new Point(0, 0), new Point(0, 0), Vector2.Zero) { this.gameRef = gameRef; this.zIndex = .2f; passable = false; this.isInteractable = true; this.interactOnTouch = false; }
public AutomatedSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, Game1 game) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { this.game = game; this.zIndex = .2f; this.isInteractable = true; }
public SpriteManager(Game game, PlayerCharacter userCharacter) : base(game) { GameRef = (Game1)game; pc = userCharacter; // TODO: Construct any child components here player = new UserControlledSprite(Game.Content.Load<Texture2D>(@"Images/player"), new Vector2(64, 64), new Point(27, 31), 0, new Point(0, 0), new Point(0, 0), new Vector2(3, 3), pc, GameRef, mapper, 2f); }
public Door(Texture2D textureImage, Vector2 position, int collisionOffset, string mapLink, Mapper mapper, Vector2 PlacementOnMove, Game1 game) : base(textureImage, position, new Point(32, 32), -25, new Point(0, 0), new Point(0, 0), Vector2.Zero, game) { this.mapLink = mapLink; this.zIndex = .5f; this.mapper = mapper; this.passable = false; this.isInteractable = true; this.placementOnMove = PlacementOnMove; }
public Mapper(SpriteManager s, Game1 g) { manager = s; gameRef = g; FileIn = new FileInputHandler(gameRef); List<string> basicList = new List<string>(); basicList.Add("SporeWeed"); basicList.Add("VioletWing"); List<string> earthList = new List<string>(); earthList.Add("SporeWeed"); earthList.Add("Titan"); earthList.Add("ToxWyrm"); List<string> fireList = new List<string>(); fireList.Add("ToxWyrm"); fireList.Add("Titan"); List<string> windList = new List<string>(); windList.Add("VioletWing"); windList.Add("Naga"); List<string> waterList = new List<string>(); waterList.Add("Naga"); waterList.Add("SporeWeed"); map01 = new Map("Map01", gameRef, this, basicList); mapF1 = new Map("MapF1", gameRef, this, fireList); mapF2 = new Map("MapF2", gameRef, this, fireList); mapF3 = new Map("MapF3", gameRef, this, fireList); mapW1 = new Map("MapW1", gameRef, this, waterList); mapW2 = new Map("MapW2", gameRef, this, waterList); mapW3 = new Map("MapW3", gameRef, this, waterList); mapE1 = new Map("MapE1", gameRef, this, earthList); mapE2 = new Map("MapE2", gameRef, this, earthList); mapE3 = new Map("MapE3", gameRef, this, earthList); mapA1 = new Map("MapA1", gameRef, this, windList); mapA2 = new Map("MapA2", gameRef, this, windList); mapA3 = new Map("MapA3", gameRef, this, windList); map06 = new Map("Map06", gameRef, this, basicList); map07 = new Map("Map07", gameRef, this, basicList); maps.Add("01", map01); maps.Add("F1", mapF1); maps.Add("F2", mapF2); maps.Add("F3", mapF3); maps.Add("W1", mapW1); maps.Add("W2", mapW2); maps.Add("W3", mapW3); maps.Add("E1", mapE1); maps.Add("E2", mapE2); maps.Add("E3", mapE3); maps.Add("A1", mapA1); maps.Add("A2", mapA2); maps.Add("A3", mapA3); maps.Add("06", map06); maps.Add("07", map07); }
public BossSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, Game1 game, Enemy boss) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, game) { this.game = game; this.zIndex = .2f; passable = false; this.isInteractable = true; this.interactOnTouch = true; this.Boss = boss; }
public UserControlledSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, PlayerCharacter pc, Game1 game, Mapper mapperInput, float zIndex = .1f) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { this.zIndex = zIndex; Character = pc; GameRef = game; this.mapper = mapperInput; baseSpeed = speed; halfSpeed = speed / 2; }
public InputHandler(Game1 game) : base(game) { keyboardState = Keyboard.GetState(); }
public GameStateManeger(Game1 game) : base(game) { drawOrder = startDrawOrder; }
public Map(string fileName, Game1 game, Mapper mapper, List<String> enemyList) { FileInputHandler fileIn = new FileInputHandler(game); tiles = fileIn.parseToArray(fileName); this.gameRef = game; this.mapper = mapper; this.enemyList = enemyList; loadList = new List<Sprite>(); int dim = 16; string s = ""; for (int x = 0; x < dim; x++) { for (int y = 0; y < dim; y++) { Vector2 position = new Vector2(x * 64, y * 64); s = this.tiles[y, x]; //if (s.Equals("0")) //{ // ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + s), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); // loadList.Add(ts); //} if (s.Contains("map_")) { ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); loadList.Add(ts); string selectedBoss = s.Substring(s.IndexOf("_") + 1); Enemy bossObject; switch (selectedBoss) { case "clark": bossObject = new Clark(gameRef.Character.Level, gameRef, gameRef.Character); break; case "pay": bossObject = new JerryPay(gameRef.Character.Level, gameRef, gameRef.Character); break; case "fletcher": bossObject = new Fletcher(gameRef.Character.Level, gameRef, gameRef.Character); break; case "halliday": bossObject = new Halliday(gameRef.Character.Level, gameRef, gameRef.Character); break; case "king_james": bossObject = new Boss(gameRef.Character.Level, gameRef, gameRef.Character); break; default: bossObject = new Clark(gameRef.Character.Level, gameRef, gameRef.Character); break; } BossSprite combatSprite = new BossSprite(gameRef.Content.Load<Texture2D>(@"Images/map" + s.Substring(s.IndexOf('_'))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero, gameRef, bossObject); loadList.Add(combatSprite); } else if (s.Contains("3d")) { ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + s), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); ts.passable = false; loadList.Add(ts); } else if (s.Contains("i")) { ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); Treasure t = new Treasure(gameRef.Content.Load<Texture2D>(@"Images/mapItem"), position, 0, mapper, gameRef); loadList.Add(ts); loadList.Add(t); } else if (s.Contains("d")) { int i = 0; string mapID = s.Substring(1, 2); float placeAtX = (float.Parse(s.Substring(s.IndexOf(";") + 1, 2))) * 64; float placeAtY = (float.Parse(s.Substring(s.IndexOf("_") + 1, 2))) * 64; Door d = new Door(gameRef.Content.Load<Texture2D>(@"Images/tiled"), position, 0, mapID, mapper, new Vector2(placeAtX, placeAtY), gameRef); d.passable = false; d.isInteractable = true; loadList.Add(d); } else if (s.Contains("k")) { ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); Key k = new Key(gameRef.Content.Load<Texture2D>(@"Images/key"), position, 0, mapper, gameRef); loadList.Add(ts); loadList.Add(k); } else if (s.Contains("l")) { ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); LockedDoor ld = new LockedDoor(gameRef.Content.Load<Texture2D>(@"Images/lockedDoor"), position, 0, mapper, gameRef); loadList.Add(ts); loadList.Add(ld); } else if (s.Contains("s")) { ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); ts.passable = false; ShopSprite ss = new ShopSprite(gameRef.Content.Load<Texture2D>(@"Images/shop"), position, 25, mapper, gameRef); loadList.Add(ts); loadList.Add(ss); } else if (s == "0") { int wallType = r.Next(0, 9); switch (wallType) { case 0: break; case 1: wallType = 0; break; case 2: wallType = 1; break; case 3: wallType = 1; break; case 4: wallType = 2; break; case 5: wallType = 2; break; case 6: wallType = 3; break; case 7: wallType = 1; break; case 8: wallType = 2; break; } ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/wallTile" + wallType), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); ts.passable = false; loadList.Add(ts); } else { ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + s), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); if (s == "0" || s == "b") { ts.passable = false; } loadList.Add(ts); } } } }