// This is more of a debugging version to let me spawn an object without making up an animation for it public AnimatedGameObject(Texture2D texture, Vector2 position) : base(texture, position) { Texture2D[] singleTexture = new Texture2D[1]; singleTexture[0] = texture; Animations = new Animation[1]; Animations[0] = new Animation(singleTexture, 1, 1); }
public Projectile(Animation animation, Vector2 Position, Vector2 Velocity, GameObject Target) : base(animation, Position, Velocity) { this.Target = Target; RotMode = RotationMode.Velocity; }
public void HandleButtonPress(object sender, InputStateEventArgs e) { Console.WriteLine("Button {0} Pressed, at position {1}", Enum.GetName(typeof(AllButtons), e.Button), e.MousePos.ToString()); string explColor = "debug"; switch (e.Button) { case AllButtons.Q: explColor = "ExplosionThreeRedDown"; break; case AllButtons.W: explColor = "ExplosionThreeRedLeft"; break; case AllButtons.E: explColor = "ExplosionThreeRedRight"; break; case AllButtons.R: explColor = "ExplosionThreeRedUp"; break; case AllButtons.A: explColor = "ExplosionThreeBlueDown"; break; case AllButtons.S: explColor = "ExplosionThreeBlueLeft"; break; case AllButtons.D: explColor = "ExplosionThreeBlueRight"; break; case AllButtons.F: explColor = "ExplosionThreeBlueUp"; break; case AllButtons.Spacebar: if (e.Modifier.HasFlag(ModifierKeys.Alt)) throw new Exception(); explColor = "ExplosionThreeGreen"; break; default: return; } if (e.Button == AllButtons.Spacebar && e.Modifier.HasFlag(ModifierKeys.Alt)) throw new Exception(); Animation[] a = new Animation[1]; a[0] = new Animation(TexManager[explColor], 30); a[0].Begin(); SpawnedAnimations.Add(new AnimatedGameObject(a, e.MousePos.ToVector2())); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. TexManager = new TextureManager(Content, GraphicsDevice); spriteBatch = new SpriteBatch(GraphicsDevice); Background = Content.Load<Texture2D>("Art\\light_sand_template"); //testLevel = new GameLevel(background); this.Window.Position = new Point((graphics.PreferredBackBufferHeight - Background.Height) / 2, (this.graphics.PreferredBackBufferWidth - Background.Width) / 2); graphics.PreferredBackBufferHeight = Background.Height / 4 * 3; graphics.PreferredBackBufferWidth = Background.Width / 4 * 3; graphics.ApplyChanges(); Texture2D circle = Content.Load<Texture2D>("circle"); Sphere = new AnimatedGameObject(circle, new Vector2(50, 50)); DebugAnimation = new Animation(TexManager["ExplosionOneRed"], 20); DebugAnimation.Looping = true; DebugAnimation.Begin(); TexManager.requestTextureLoad("ExplosionThreeRed"); TexManager.requestTextureLoad("ExplosionThreeBlue"); TexManager.requestTextureLoad("BasicTower"); TexManager.requestTextureLoad("BasicCreep"); TexManager.requestTextureLoad("light_sand_template"); TexManager.requestTextureLoad("BulletSprites"); TexManager.BeginLoadTextures(); // Loader.WriteStandardizedTextures(); while (TexManager.LoadingTextures == true) ; TexManager.SplitLaserTexture(); // While we wait for everything to load - until I implement a proper loading screen // Just spin DebugCreep = new Creep(new Animation(TexManager["BasicCreep"], 1), new Vector2(100, 100), new Vector2(20f, 20f), 20); DebugCreep.RotationZero = new Vector2(0, -1); DebugCreep2 = new Creep(DebugCreep.Animations[0], new Vector2(200, 100), new Vector2(50f, 50f), 20); DebugCreep2.RotationZero = new Vector2(0, -1); DebugTower = new Tower(new Animation(TexManager["BasicTower"], 1), new Vector2(200, 400), 50, .1f); DebugTower.AttackType = Projectile.DebugProjectile; MainEntityManager.AddCreep(DebugCreep); MainEntityManager.AddTower(DebugTower); MainEntityManager.AddCreep(DebugCreep2); PlayerInputHandler.MouseMovement += MainEntityManager.GetMousePos; }
public Tower NewTower(Vector2 Position) { Animation Toweranim = new Animation(TexManager["BasicTower"], 1); Animation[] animarr = new Animation[1]; animarr[0] = Toweranim; Tower tower = new Tower(animarr, Position, 50f, 1.5f); return tower; }
/// <summary> /// News the explosion. /// </summary> /// <param name="Position">The position.</param> /// <param name="color">The color.</param> /// <returns></returns> public AnimatedGameObject NewExplosion(Vector2 Position, string color) { Animation[] Anim = new Animation[1]; Anim[0] = new Animation(TexManager[color], 40); AnimatedGameObject AGO = new AnimatedGameObject(Anim, Position, new Vector2(2, 2)); AGO.Animations[0].Begin(); return AGO; }
public Creep NewCreep(Vector2 Position, Vector2 Velocity) { Animation CreepAnimation = new Animation(TexManager["BasicCreep"], 1); Animation[] AnimationArray = new Animation[1]; AnimationArray[0] = CreepAnimation; Creep C = new Creep(AnimationArray, Position, Velocity, 30); return C; }
public Creep NewCreep(Vector2 Position) { Animation Creepanim = new Animation(TexManager["BasicCreep"], 1); Animation[] animarr = new Animation[1]; animarr[0] = Creepanim; Creep creep = new Creep(animarr, Position, 30); return creep; }
public Creep(Animation animation, Vector2 position, Vector2 velocity, int HP) : base(animation, position, velocity) { this.HP = HP; RotMode = RotationMode.Velocity; }
public Creep(Animation[] animationList, Vector2 position, int HP) : base(animationList, position) { this.HP = HP; RotMode = RotationMode.Velocity; }
public AnimatedGameObject(Animation animation, Vector2 position, Vector2 velocity) : base(animation.getIdleTexture(), position, velocity) { Animations = new Animation[1]; Animations[0] = animation; }
public AnimatedGameObject(Animation[] animationList, Vector2 position, Vector2 velocity) : base(animationList[0].getIdleTexture(), position, velocity) { Animations = animationList; }
public Tower(Animation animation, Vector2 position, float range, float CD) : base(animation, position) { Range = range; Cooldown = CD; }