public override void LoadContent(ContentManager content) { var map = Map; var platform = PlatformFactory.Get(EStructureType.Blank, ref mDirector, 3000, 3000); GameScreen.AddObject(platform); var platform2 = PlatformFactory.Get(EStructureType.Blank, ref mDirector, 3000, 2500); GameScreen.AddObject(platform2); var road = new Road(platform, platform2, ref mDirector); GameScreen.AddObject(road); var platform3 = PlatformFactory.Get(EStructureType.Blank, ref mDirector, 2700, 2700); GameScreen.AddObject(platform3); var road2 = new Road(platform2, platform3, ref mDirector); GameScreen.AddObject(road2); var road3 = new Road(platform, platform3, ref mDirector); GameScreen.AddObject(road3); var settler = new Settler(new Vector2(3000, 3200), Camera, ref mDirector, GameScreen, Ui); GameScreen.AddObject(settler); }
// method that produces enemy military units when called up by the Ki internal EnemyUnit SpawnEnemy(EEnemyType type, Camera camera, Map.Map map, GameScreen gameScreen) { EnemyUnit enemyUnit; switch (type) { case EEnemyType.Attack: enemyUnit = new EnemyUnit(new Vector2(Center.X + 100, Center.Y + 30), camera, ref mDirector); break; case EEnemyType.Defend: enemyUnit = new EnemyHeavy(new Vector2(Center.X + 100, Center.Y + 30), camera, ref mDirector); break; case EEnemyType.Scout: enemyUnit = new EnemyFast(new Vector2(Center.X + 100, Center.Y + 30), camera, ref mDirector); break; default: throw new ArgumentOutOfRangeException(nameof(type), type, null); } gameScreen.AddObject(enemyUnit); return(enemyUnit); }
public override void LoadContent(ContentManager content) { Camera.CenterOn(new Vector2(MapConstants.MapWidth / 2 * 1, MapConstants.MapHeight / 2 * 1)); var map = Map; GlobalVariables.FowEnabled = false; var platform = PlatformFactory.Get(EStructureType.Barracks, ref mDirector, 3000, 3000); var rnd = new Random(); for (var i = 0; i < 1000; i++) { var x = rnd.Next(MapConstants.MapWidth); var y = rnd.Next(MapConstants.MapHeight); if (!Singularity.Map.Map.IsOnTop(new Vector2(x, y))) { i--; continue; } GameScreen.AddObject(new MilitaryUnit(new Vector2(x, y), Camera, ref mDirector)); } GameScreen.AddObject(platform); }
public override void LoadContent(ContentManager content) { //INGAME OBJECTS INITIALIZATION =================================================== //SetUnit var settler = new Settler(new Vector2(2900, 3200), Camera, ref mDirector, GameScreen, Ui); Camera.CenterOn(settler.AbsolutePosition); GameScreen.AddObject(settler); GameScreen.AddObject(new Puddle(new Vector2(3300, 2500), ref mDirector)); GameScreen.AddObject(new Puddle(new Vector2(4500, 2700), ref mDirector, false)); }
private void StandardInitialization(ContentManager content) { //Load stuff var platformConeTexture = content.Load <Texture2D>("Cones"); var platformCylTexture = content.Load <Texture2D>("Cylinders"); var platformBlankTexture = content.Load <Texture2D>("PlatformBasic"); var platformDomeTexture = content.Load <Texture2D>("Dome"); var mapBackground = content.Load <Texture2D>("backgroundGrid"); var libSans12 = content.Load <SpriteFont>("LibSans12"); PlatformFactory.Init(platformConeTexture, platformCylTexture, platformDomeTexture, platformBlankTexture, libSans12); StructureLayoutHolder.Initialize(ref mDirector); //Map related stuff Camera = new Camera(mGraphics.GraphicsDevice, ref mDirector); mFow = new FogOfWar(Camera, mGraphics.GraphicsDevice); var map = new Map.Map(mapBackground, 60, 60, mFow, Camera, ref mDirector); Map = map; var milUnitSheet = content.Load <Texture2D>("UnitSpriteSheet"); var milGlowSheet = content.Load <Texture2D>("UnitGlowSprite"); var genUnitSprite = content.Load <Texture2D>("GenUnit"); MilitaryUnit.mMilSheet = milUnitSheet; MilitaryUnit.mGlowTexture = milGlowSheet; GeneralUnit.mGenUnitTexture = genUnitSprite; mDirector.GetMilitaryManager.SetMap(ref map); //INITIALIZE SCREENS GameScreen = new GameScreen(mGraphics.GraphicsDevice, ref mDirector, Map, Camera, mFow); Ui = new UserInterfaceScreen(ref mDirector, Map, Camera, mScreenManager); mDirector.GetUserInterfaceController.ControlledUserInterface = Ui; // the UI needs to be added to the controller // the input manager keeps this from not getting collected by the GC mDebugscreen = new DebugScreen((StackScreenManager)mScreenManager, Camera, Map, ref mDirector); mDirector.GetInputManager.FlagForAddition(this); if (Ai != null) { GameScreen.AddObject(Ai); } }
public override void LoadContent(ContentManager content) { var settler = new Settler(new Vector2(2900, 3200), Camera, ref mDirector, GameScreen, Ui); GameScreen.AddObject(settler); Camera.CenterOn(settler.AbsolutePosition); var milunitList = new List <MilitaryFast>(6); for (var i = 0; i < 6; i++) { milunitList.Add(new MilitaryFast(new Vector2(3000 + (i > 2 ? 100 : 0), 3000 + (i % 3) * 50), Camera, ref mDirector)); } GameScreen.AddObjects(milunitList); // add a puddle && rock GameScreen.AddObject(new Puddle(new Vector2(3300, 2500), ref mDirector)); GameScreen.AddObject(new Puddle(new Vector2(3300, 2700), ref mDirector, false)); GameScreen.AddObject(new Rock(new Vector2(5000, 5000), ref mDirector)); }