private void Reset(int rows, int columns) { this.rows = rows; this.columns = columns; if (!firstTimeSetup) { this.Remove(thePlayer); this.Remove(theOtherPlayer); } thePlayer = new GameObjects.Player("spr_player", rows, columns, true); theOtherPlayer = new GameObjects.Player("spr_player", rows, columns, false); theDynamiteList = new List <GameObject>(); this.Add(theTiles); this.Add(thePlayer); this.Add(theOtherPlayer); this.Add(theScore); firstTimeSetup = false; }
public GatherableManager(TileMaps.TilemapManager mapManager, InventoryManager invenManager, ContentManager content, GameObjects.Player player) { _GatherableListActive = new List <Gatherable>(); _GatherableListInActive = new List <Gatherable>(); PlantList = new List <Plant>(); _InventoryManager = invenManager; Content = content; thePlayer = player; _TilemapManager = mapManager; }
public StatusConsole(GameObjects.Player player) : base(60, 3) { Position = new SadRogue.Primitives.Point(1, 30 + 1); this.player = player; }
public Sensor(string assetName, Vector2 RelativeLocation, GameObjects.Player thePlayer, int whichSensor) : base(assetName) { this.RelativeLocation = RelativeLocation; this.thePlayer = thePlayer; this.whichSensor = whichSensor; }
public ConfirmJoiningGameMessage(ulong gameId, GameObjects.Player playerDef, string guid, ulong playerId) : base(playerId) { GameId = gameId; PlayerDefinition = playerDef; GUID = guid; }
public NPCManager(TileMaps.TilemapManager tMapManager, ContentManager content, GameObjects.Player player, DialogManager dm, InventoryManager im, WorldObjectManager wom) { _SpriteListActive = new List <NPC>(); _SpriteListDead = new List <NPC>(); _ProjectileList = new List <Projectile>(); _TilemapManager = tMapManager; _DialogManager = dm; _Content = content; _InventoryManager = im; _WorldObjectManager = wom; thePlayer = player; }