public GameInterface(Texture2D back, SpriteFont font, Player player1, Player player2, Counter red, Counter blue, int count) { this.player1 = player1; this.player2 = player2; this.back = back; this.font = font; this.red = red; this.blue = blue; this.count = count; }
public Player(int x, int y, Texture2D texture, Controller.Controller control, Color color, Counter myCounter, Counter enemyCounter) { this.control = control; this.myCounter = myCounter; this.enemyCounter = enemyCounter; this.color = color; sprite = new AnimatedSprite(texture, 26, 26, 0.06f); sprite.AnimActive = false; this.x = x; this.y = y; GamePlayState.tiles[x, y].changeColor(color); }
public override void enter() { tiles = new Tile[size, size]; bool[][] maze = LabirinthGenerator.generate(size); tiles = new Tile[size, size]; for (int i = 0; i < size; i++) for (int j = 0; j < size; j++) if(maze[i][j]) tiles[i, j] = new Tile(floorTex, Color.Gray, i*(ColorGame.HEIGHT - ColorGame.InterfaceHeight)/size + ColorGame.InterfaceWidth, j* (ColorGame.HEIGHT - ColorGame.InterfaceHeight) / size + ColorGame.InterfaceHeight, false); else tiles[i, j] = new Tile(wallTex, Color.White, i * (ColorGame.HEIGHT - ColorGame.InterfaceHeight) / size + ColorGame.InterfaceWidth, j * (ColorGame.HEIGHT - ColorGame.InterfaceHeight) / size + ColorGame.InterfaceHeight, true); tileCount = 0; countPlayableTiles(); redCounter = new Counter(); blueCounter = new Counter(); redPlayer = new Player(0, 0, redPlayerTex, new KeyBoardController(), new Color(190,0,0), redCounter, blueCounter); bluePlayer = new Player(size - 1, size - 1, bluePlayerTex, new GamePadController(), new Color(0, 0, 190), blueCounter, redCounter); gameInterface = new GameInterface(interTex, font, redPlayer, bluePlayer, redCounter, blueCounter, tileCount); startTime = DateTime.Now; }