/// <summary> /// Instantiates all the classes needed for the game /// </summary> public override void Initialize() { //generate Level from file var parser = new LevelParser(); level = parser.GenerateLevel(ScreenManager.Content.Load<List<String[]>>(@"Levels\level1")); //create a camer, for we want to see the game camera = new Camera(0.4f, Vector2.Zero, 0, true, null); Point size = new Point(49, 49); PlayerController playerController = new PlayerController(Direction.None, "PacMa", 1, PlayerIndex.One, MovObjType.LocalPacMan, ScreenManager.Input); //Create a player object PacMan player = new PacMan(@"Sprites\PacMan", level.getCell(1, 1), level, new PlayerController(Direction.None, "Player 1",1, PlayerIndex.One, MovObjType.LocalPacMan, ScreenManager.Input), Direction.None, 3f, size); //Create all ghosts for the game Ghost blinky = new Ghost(@"Sprites\GhostBase", level.getCell(26, 1), level, Direction.Down, 3f, size, Color.Red, new Blinky(player, new Point(0, 0), new Point(15, 15), new Point(16, 16))); Ghost pinky = new Ghost(@"Sprites\GhostBase", level.getCell(26, 29), level, Direction.None, 3f, size, Color.Pink, new Pinky(player, new Point(0, 28), new Point(15, 15), new Point(16, 16))); Ghost inky = new Ghost(@"Sprites\GhostBase", level.getCell(26, 14), level, Direction.None, 3f, size, Color.Blue, new Inky(player, blinky, new Point(31, 0), new Point(15, 15), new Point(16, 16))); Ghost clyde = new Ghost(@"Sprites\GhostBase", level.getCell(12, 17), level, Direction.None, 3f, size, Color.Yellow, new Clyde(player, new Point(31, 28), new Point(15, 15), new Point(16, 16))); //Initialize the list of gui elements guiElements = new List<GUIElement>(); GUIString stringElement = new GUIString(player, Color.White, new Vector2(0, 0), new Vector2(10, 10)); guiElements.Add(stringElement); //Store everything inside the gameStateManager gameStateManager = new GameStateManager(); gameStateManager.GameState = GameState.Loading; gameStateManager.AddPlayers(player, blinky, pinky, inky, clyde); gameStateManager.Level = level; // movOb.Add(player); // movOb.Add(blinky); // movOb.Add(pinky); // movOb.Add(inky); // movOb.Add(clyde); //Initialize the gameplay behaviours playBehaviour = new PlayBehaviour(); deathBehaviour = new DeathBehaviour(); gameStateManager.GetAllOfType<PacMan>(); gameStateManager.GetAllOfType<Ghost>(); }
public Inky(PacMan pacMan, Ghost blinky, Point scatterTarget, Point exitPoint, Point homeTarget) : base(scatterTarget, exitPoint, homeTarget, MovObjType.Inky) { this.pacMan = pacMan; this.blinky = blinky; }