public ShowInfo(Screen parent, Vector2 position, Texture2D texture, Player player) : base(parent, position, texture) { actualPlayer = player; this.texture = texture; isMoving = false; }
public PanelMenu(Screen parent, Vector2 position, Texture2D texture,Player player) : base(parent, position, texture) { showInfoWindow = new ShowInfo(parent, new Vector2(MainGame.ScreenX - 200, 5), TexturesManager.Window ,player); infoPlayerButton = new Button(position, TexturesManager.InfoButton); infoPlayerButton.MouseClick += OnInfoPlayerMouseClick; }
public Player MultiToPlayer(GameScreen game, Texture2D text) { Player player = new Player(game,text); player.Life = Life; player.Power = Power; player.Position = Position; player.Direction = Direction; return player; }
public Panel(Screen parent, Vector2 position, Texture2D texture,Player player) : base(parent, position, texture) { infoPlayerWindow = new InfoPlayer(parent, new Vector2(MainGame.ScreenX - 200, 5), TexturesManager.Window ,player); spellListWindow = new SpellList(parent, new Vector2(MainGame.ScreenX - 500, 5), TexturesManager.Window, player); infoPlayerButton = new Button(position, TexturesManager.InfoButton); spellListButton = new Button(position + new Vector2(0, TexturesManager.SpellButton.Height), TexturesManager.SpellButton); infoPlayerButton.MouseClick += OnInfoPlayerMouseClick; spellListButton.MouseClick += OnSpellListMouseClick; }
// Gerer la projection des ennemis sur des cases interdites sinon sortie du pathfinding public GameScreen() { XactManager.PlaySong("Day01"); WorldEffects = new List<WorldEffect>(); Player = new Player(this, TexturesManager.Player); // Charge le Joueur Windows.Add(new Panel(this, new Vector2(0, MainGame.ScreenY / 2), TexturesManager.Window, Player)); escapeMenu = new EscapeMenu(this, new Vector2(100, MainGame.ScreenY / 4 + 50)); Entities = new List<Entity>(); deletedEntities = new List<Entity>(); // On transfere un Monster deleted a l'interieur puis on le detruit dans cette liste IsPaused = false; timeSpawn = 1000; Camera = new Cam(MainGame.GetInstance().graphics); }
public GameScreen() { timeSpawn = 10000; WorldEffects = new List<WorldEffect>(); Player = new Player(this, TexturesManager.Player); // Charge le Joueur Windows.Add(new PanelMenu(this, new Vector2(0, MainGame.ScreenY / 2), TexturesManager.Window, Player)); escapeMenu = new EscapeMenu(this, new Vector2(100, MainGame.ScreenY / 4 + 50)); IsPaused = false; Entities = new List<Entity>(); deletedEntities = new List<Entity>(); // On transfere un Monster deleted a l'interieur puis on le detruit dans cette liste MapData mapData = new MapData(); if (!mapData.FromFile("Content/Maps/map.mrm")) throw new Exception(); MapFirst = new Map(mapData); camera = new Cam(mapData.MapWidth * 32, mapData.MapHeight * 32, MainGame.graphics); }
public override void Update(GameTime gameTime, MapData map, Player player) { if (Math.Sqrt((Math.Pow(Math.Abs(Position.X - player.Position.X), 2) + Math.Pow(Math.Abs(Position.Y - player.Position.Y), 2))) < 10000) { new Ia(gameTime, player.Position, this,map); } base.Update(gameTime); // float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds / 10.0f; }
// Pour le pathfinding public virtual void Update(GameTime gameTime, Player player) { stepTime += gameTime.ElapsedGameTime.TotalMilliseconds; while (stepTime >= StepDelay) { stepTime -= StepDelay; if (++Step >= frameCount[0]) Step = 0; } }
public override void Update(GameTime gameTime, Player player) { ia.Moving(gameTime, player); base.Update(gameTime); }