public BoxingPlayer(Boxing_Manager bm, int playerIndex, Vector2 startPosition, Dictionary <string, Animation> animations, Input_Handler input, Color color, Texture2D blank, Rectangle healthBar, Rectangle platform, Item[] items, Dictionary <string, SoundEffect> soundEffects) { this.BoxingManager = bm; this.items = items; // set the items. The items know the states to be called. // To test the accuracy of the collision rect this.blank = blank; this.playerIndex = playerIndex; this.animations = animations; this.input = input; this.color = color; this.soundEffects = soundEffects; this.startPosition = startPosition; this.platform = platform; this.startPlatform = platform; levellevel = platform.Y; this.rHealthBar = healthBar; healthBarMaxWidth = healthBar.Width; // Listen for input input.OnKeyDown += HandleKeyDown; input.OnKeyRelease += HandleKeyRelease; // //items[0] = true; //items[1] = true; //items[2] = true; //items[3] = true; /*combinations[0, 0] = KeyPressed.Defend; * combinations[0, 1] = KeyPressed.Up; * combinations[0, 2] = KeyPressed.Attack; * * combinations[1, 0] = KeyPressed.Defend; * combinations[1, 1] = KeyPressed.Up; * combinations[1, 2] = KeyPressed.Kick; * * combinations[2, 0] = KeyPressed.Defend; * combinations[2, 1] = KeyPressed.Down; * combinations[2, 2] = KeyPressed.Attack; * * combinations[3, 0] = KeyPressed.Defend; * combinations[3, 1] = KeyPressed.Down; * combinations[3, 2] = KeyPressed.Kick;*/ // Set players for first round. Reset(startPosition); }
List <Item>[] items; // an array of item lists containing all items, for use in the loadout. #endregion public Brawl_Game_State(Game game, Input_Handler[] inputs, Rectangle bounds) : base(game, inputs, bounds) { // Load some assets font = game.Content.Load <SpriteFont>("Menu/menufont"); SoundEffect menuSound = game.Content.Load <SoundEffect>("Sounds/MenuC"); soundSelect = game.Content.Load <SoundEffect>("Sounds/MenuE"); // Set initial state state = brawlgamestate.settings; // Start by settings the number of rounds settingsManager = new Settings_Popup(this, game.Content, inputs, bounds); // Use the boxing managers background for all the others: boxingManager = new Boxing_Manager(game.Content, bounds, inputs, game.GraphicsDevice, game.camera); // Initialize each players library of items items = new List <Item> [4]; for (int i = 0; i < 4; i++) { items[i] = new List <Item>(); // Each player gets access to the full library items[i].Add(new Cane(game.Content.Load <Texture2D>("LoadOut/cane_icon"))); items[i].Add(new Revolver(game.Content.Load <Texture2D>("LoadOut/revolver_icon"))); items[i].Add(new Bowler_Hat(game.Content.Load <Texture2D>("LoadOut/bowlerhat_icon"))); items[i].Add(new Cape(game.Content.Load <Texture2D>("LoadOut/cape_icon"))); } // old stuff: // consruct the settings popup. //settings// = new Settings_Popup(game.Content, inputs, bounds); //settings//.menu.OnEntrySelect += HandleMenuSelect; // Construct the player_select_popup //playerSelect = new Player_Select_Popup(game.Content, inputs, bounds, game.GraphicsDevice); // Construct the Loadout manager. // construct the boxing manager for the background //boxingManager = new Boxing_Manager(game.Content, bounds, inputs, game.GraphicsDevice, game.camera); }
public Level(Boxing_Manager bm, Rectangle clientBounds, Texture2D tPlatform, Texture2D background) { BoxingManager = bm; this.clientBounds = clientBounds; this.tPlatform = tPlatform; this.Background = background; LevelSize = new Rectangle(0, 0, clientBounds.Width, clientBounds.Height);//300 * 1, 255 * 1); platforms[0] = new Rectangle(18 * clientBounds.Width / 25, 8 * clientBounds.Height / 30, 7 * clientBounds.Width / 25, 10); platforms[1] = new Rectangle(0, 16 * clientBounds.Height / 36, 10 * clientBounds.Width / 12, 10); platforms[2] = new Rectangle(3 * clientBounds.Width / 27, 10 * clientBounds.Height / 16, 3 * clientBounds.Width / 18, 10); platforms[3] = new Rectangle(clientBounds.Width / 80, 9 * clientBounds.Height / 12, 3 * clientBounds.Width / 15, 10); // ground platforms[4] = new Rectangle(0, 6 * clientBounds.Height / 7, clientBounds.Width, 10); }
public Level(Boxing_Manager bm, Rectangle clientBounds, Texture2D tPlatform, Texture2D background) { BoxingManager = bm; this.clientBounds = clientBounds; this.tPlatform = tPlatform; this.Background = background; LevelSize = new Rectangle(0, 0, clientBounds.Width, clientBounds.Height);//300 * 1, 255 * 1); platforms[0] = new Rectangle(18 * clientBounds.Width / 25, 8 * clientBounds.Height / 30, 7 * clientBounds.Width / 25, 10); platforms[1] = new Rectangle(0, 16 * clientBounds.Height / 36, 10 * clientBounds.Width/ 12, 10); platforms[2] = new Rectangle(3 * clientBounds.Width / 27, 10 * clientBounds.Height / 16, 3* clientBounds.Width / 18, 10); platforms[3] = new Rectangle(clientBounds.Width / 80, 9 * clientBounds.Height / 12, 3 * clientBounds.Width / 15, 10); // ground platforms[4] = new Rectangle(0, 6 * clientBounds.Height / 7, clientBounds.Width, 10); }
public void Initialize() { Menu = new Menu_Manager(this, ClientBounds, inputs); Auction = new Auction_Manager(this, ClientBounds, inputs); Boxing = new Boxing_Manager(ClientBounds, inputs); }