public EntityManager(SaveData data)
        {
            player = new Player(data.Name, new Vector2(0, 0));
            pathFinder = new Pathfinder(LevelManager.GetCurrentLevel());

            bounds = new DrawableRectangle(ProjectData.Graphics.GraphicsDevice, new Vector2(32, 32), Color.Red, true);
        }
 protected override void SetTexture()
 {
     var tex = new DrawableRectangle(Game1.graphics.GraphicsDevice, new Vector2(1280, 10), Color.White, true).Texture;
     sprite = new Image(tex);
     width = tex.Width;
     height = tex.Height;
 }
        protected override void LoadContent()
        {
            rect = new DrawableRectangle(GameRef.GraphicsDevice, new Vector2(32, 64), Color.White, true);
            circ = new DrawableCircle(GameRef.GraphicsDevice, 16, Color.MediumVioletRed, true);

            levelManager = new LevelManager();
            base.LoadContent();
        }
示例#4
0
        public TextBox(GraphicsDevice graphics)
        {
            Size = Vector2.One;
            Font = SpriteFont;
            flashColor = Color.Transparent;

            cur = new DrawableRectangle(graphics, new Vector2(64, 64), Color.White, true);
            cursor = cur.Texture;
        }
示例#5
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        public TextBox(GraphicsDevice graphics)
        {
            Width = 1;
            Height = 1;
            Font = SpriteFont;

            flashColor = Color.Transparent;
            backColor = Color.Transparent;
            foreColor = Color.White;

            cur = new DrawableRectangle(graphics, new Vector2(6, 64), Color.White, true);
            cursor = cur.Texture;
        }
示例#6
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        private void Initialize(int width = 0, int height = 0)
        {
            var plainTexture = new DrawableRectangle(ProjectData.GraphicsDevice, new Vector2(48, 48), Color.White, true);

            AIR_TILE = new Tile(plainTexture.Texture, 48, 48, false, false, "air", Color.CornflowerBlue);
            FLOOR_TILE = new Tile(plainTexture.Texture, 48, 48, true, false, "floor", Color.GreenYellow);
            BLOCK_TILE = new Tile(plainTexture.Texture, 48, 48, true, false, "block", Color.LightGray);
            tileList.Add(AIR_TILE);
            tileList.Add(FLOOR_TILE);
            tileList.Add(BLOCK_TILE);

            testPlatforms.Add(new MovingPlatform(new Point(0, 4), new Point(3, 1), 4, MovementType.HORIZONTAL_RIGHT));
            testPlatforms.Add(new MovingPlatform(new Point(3, 6), new Point(3, 1), 4, MovementType.HORIZONTAL_LEFT));
            testPlatforms.Add(new MovingPlatform(new Point(8, 4), new Point(3, 1), 2, MovementType.VERTICAL_DOWN));
            testPlatforms.Add(new MovingPlatform(new Point(12, 4), new Point(3, 1), 2, MovementType.VERTICAL_UP));
            testPlatforms.Add(new StaticPlatform(new Point(16, 4), new Point(3, 1)));

            if (width == 0 | height == 0)
                return;

            tiles = new Tile[WidthInTiles, HeightInTiles];

            // Default map creation
            for (int x = 0; x < WidthInTiles; x++)
            {
                for (int y = 0; y < HeightInTiles; y++)
                {
                    tiles[x, y] = AIR_TILE;
                    if (y == ProjectData.GAMEHEIGHT / tileHeight - 1)
                        tiles[x, y] = FLOOR_TILE;
                }
            }
        }
示例#7
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        public void LoadContent()
        {
            background = new DrawableRectangle(gameRef.GraphicsDevice,
                new Vector2(32, 32), Color.White, true).Texture;

            border = new DrawableRectangle(gameRef.GraphicsDevice,
                new Vector2(CANVAS_WIDTH, CANVAS_HEIGHT), Color.White,
                false);

            font = gameRef.Content.Load<SpriteFont>(@"Fonts\main_font");

            playerSpawnTex = gameRef.Content.Load<Texture2D>("Images/player_spawn");
        }
        public Player(PlayerIndex playerIndex)
            : base(Vector2.Zero)
        {
            this.playerIndex = playerIndex;

            // Initialize the player based on playerIndex
            // ---------------------------------------------------------------
            // I seperate the initialization of players into two if statements:
            // PlayerIndex.One and PlayerIndex.Two.  As of right now, I won't
            // add any more (for laziness sake) and will keep initialization
            // like this.  I'm sorry if this code offends you.
            // ---------------------------------------------------------------
            if (playerIndex == PlayerIndex.One)
            {
                // Set the position to be on the left side of the screen
                Position = new Vector2(0, Game1.GAME_HEIGHT / 2 - height / 2);

                // Set the shooting key based on playerIndex
                shootingKey = Keys.Tab;

                // Organize the moving keys
                movingKeys = new Keys[4] { Keys.W, Keys.S, Keys.A, Keys.D };

                // Tint is chosen from the IntroState
                tint = IntroState.player1Color;
                sprite.Tint = tint;

                // First player will be facing right
                dir = 1;
                flipped = false;

                GunOffset = new Vector2(width / 2, 0);
            }
            else if (playerIndex == PlayerIndex.Two)
            {
                // Set the position to be on the right side of the screen
                Position = new Vector2(Game1.GAME_WIDTH - width, Game1.GAME_HEIGHT / 2 - height / 2);

                // Set the shooting key based on playerIndex
                shootingKey = Keys.RightControl;

                // Organize the moving keys
                movingKeys = new Keys[4] { Keys.Up, Keys.Down, Keys.Left, Keys.Right };

                // Tint is chosen from the IntroState
                tint = IntroState.player2Color;
                sprite.Tint = tint;

                // Second player will be facing left
                dir = -1;
                flipped = true;

                GunOffset = new Vector2(-width / 2, 0);
            }
            else
            {
                // Remember how I said I only support PlayerIndex One and Two?
                // This is where I kindly remind you if you forget.
                // ----------------------------------------------------------
                throw new Exception("Unsupported PlayerIndex - please only use indeces one and two");
            }

            // Default weapons will be Pistols.  If you wanna change it, go ahead
            // ------------------------------------------------------------------
            equippedWeapon = new Shotgun(this, shootingKey);

            // This font is used for the player information that is on screen
            // --------------------------------------------------------------
            font = Game1.content.Load<SpriteFont>("defaultFont");

            // And here I make the animation for the player. Easy Peasy.
            // ---------------------------------------------------------
            Texture2D[] imgs = new Texture2D[] {
                Game1.content.Load<Texture2D>("helicopter1"),
                Game1.content.Load<Texture2D>("helicopter2")
            };
            playerAnim = new Animation(imgs, 20f);

            // And here I have the basic rectangles used for the life bar.
            // The life bar stuff is pretty basic right now
            // ----------------------------------------------------------
            var tex = new DrawableRectangle(Game1.graphics.GraphicsDevice, new Vector2(10, 10), Color.White, true).Texture;
            lifeBg = tex;
            lifeFg = tex;

            // Set the force field size to be bigger than the player
            // -----------------------------------------------------
            forceFieldWidth = width + 30;
            forceFieldHeight = height + 30;

            // Temporary setting the force field texture to a white rectangle
            // --------------------------------------------------------------
            forceFieldTex = new DrawableRectangle(Game1.graphics.GraphicsDevice, new Vector2(forceFieldWidth, forceFieldHeight), Color.White, true).Texture;
        }
示例#9
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        protected override void LoadContent()
        {
            base.LoadContent();

            FadeOutRect = new DrawableRectangle(GraphicsDevice, new Vector2(GraphicsDevice.Viewport.Width,
                GraphicsDevice.Viewport.Height), Color.Black, true);
        }
 protected override void SetBulletTexture()
 {
     var tex = new DrawableRectangle(Game1.graphics.GraphicsDevice, new Vector2(1366, 5), Color.Red, true).Texture;
     bulletTex = tex;
 }