public AEnnemy(SpriteManager s, EOrientation e) : base(s, e) { state_ = EState.ALIVE; deadTimer_ = TimeSpan.Zero; random_ = new Random(); freePath_ = new Dictionary<EOrientation, bool>(); freePath_.Add(EOrientation.DOWN, false); freePath_.Add(EOrientation.UP, false); freePath_.Add(EOrientation.RIGHT, false); freePath_.Add(EOrientation.LEFT, false); freePath_.Add(EOrientation.NEUTRAL, false); stateOrientationToSprite_ = new Dictionary<Tuple<EState, EOrientation>, SpriteManager.ESprite>(); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD, ACharacter.EOrientation.UP), SpriteManager.ESprite.EYESUP); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD, ACharacter.EOrientation.DOWN), SpriteManager.ESprite.EYESDOWN); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD, ACharacter.EOrientation.LEFT), SpriteManager.ESprite.EYESLEFT); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD, ACharacter.EOrientation.RIGHT), SpriteManager.ESprite.EYESRIGHT); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD, ACharacter.EOrientation.NEUTRAL), SpriteManager.ESprite.EYESDOWN); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD_ENDING, ACharacter.EOrientation.UP), SpriteManager.ESprite.DEADENDINGUP); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD_ENDING, ACharacter.EOrientation.DOWN), SpriteManager.ESprite.DEADENDINGDOWN); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD_ENDING, ACharacter.EOrientation.LEFT), SpriteManager.ESprite.DEADENDINGLEFT); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD_ENDING, ACharacter.EOrientation.RIGHT), SpriteManager.ESprite.DEADENDINGRIGHT); stateOrientationToSprite_.Add(Tuple.Create(EState.DEAD_ENDING, ACharacter.EOrientation.NEUTRAL), SpriteManager.ESprite.DEADENDINGDOWN); }
public Sprite(Vector2 pos_, SpriteManager.ESprite id_) { id = id_; pos = pos_; drawn = false; step = 0; }
//Random random_; public Blinky(SpriteManager s) : base(s, EOrientation.LEFT) { orientationToSprite_.Add(EOrientation.LEFT, SpriteManager.ESprite.BLINKYLEFT); orientationToSprite_.Add(EOrientation.RIGHT, SpriteManager.ESprite.BLINKYRIGHT); orientationToSprite_.Add(EOrientation.UP, SpriteManager.ESprite.BLINKYUP); orientationToSprite_.Add(EOrientation.DOWN, SpriteManager.ESprite.BLINKYDOWN); orientationToSprite_.Add(EOrientation.NEUTRAL, SpriteManager.ESprite.BLINKYLEFT); position_ = new Vector2(121, 140); sprite_ = new Sprite(position_, orientationToSprite_[orientation_]); orientation_ = EOrientation.RIGHT; }
public Hero(SpriteManager s) : base(s, EOrientation.NEUTRAL) { orientationToSprite_.Add(EOrientation.LEFT, SpriteManager.ESprite.PACLEFT); orientationToSprite_.Add(EOrientation.RIGHT, SpriteManager.ESprite.PACRIGHT); orientationToSprite_.Add(EOrientation.UP, SpriteManager.ESprite.PACUP); orientationToSprite_.Add(EOrientation.DOWN, SpriteManager.ESprite.PACDOWN); orientationToSprite_.Add(EOrientation.NEUTRAL, SpriteManager.ESprite.PACNEUTRAL); position_ = new Vector2(113, 92); sprite_ = new Sprite(position_, orientationToSprite_[orientation_]); power = new TimeSpan(0); }
public Clyde(SpriteManager s) : base(s, EOrientation.DOWN) { orientationToSprite_.Add(EOrientation.LEFT, SpriteManager.ESprite.CLYDELEFT); orientationToSprite_.Add(EOrientation.RIGHT, SpriteManager.ESprite.CLYDERIGHT); orientationToSprite_.Add(EOrientation.UP, SpriteManager.ESprite.CLYDEUP); orientationToSprite_.Add(EOrientation.DOWN, SpriteManager.ESprite.CLYDEDOWN); orientationToSprite_.Add(EOrientation.NEUTRAL, SpriteManager.ESprite.CLYDEDOWN); position_ = new Vector2(137, 140); sprite_ = new Sprite(position_, orientationToSprite_[orientation_]); orientation_ = EOrientation.RIGHT; intersected = false; }
public ACharacter(SpriteManager s, EOrientation e) { orientation_ = EOrientation.NEUTRAL; totalElapsedTime_ = new TimeSpan(); timePerFrame_ = new TimeSpan(1000000); blocked_ = true; orientationToSprite_ = new Dictionary<EOrientation, SpriteManager.ESprite>(); spriteManager_ = s; atIntersection_ = false; hitBox_ = new Rectangle((int)position_.X + 4, (int)position_.Y + 4, 8, 8); destination_ = e; speedPerSec_ = 60; }
public Pinky(SpriteManager s) : base(s, EOrientation.RIGHT) { orientationToSprite_.Add(EOrientation.LEFT, SpriteManager.ESprite.PINKYLEFT); orientationToSprite_.Add(EOrientation.RIGHT, SpriteManager.ESprite.PINKYRIGHT); orientationToSprite_.Add(EOrientation.UP, SpriteManager.ESprite.PINKYUP); orientationToSprite_.Add(EOrientation.DOWN, SpriteManager.ESprite.PINKYDOWN); orientationToSprite_.Add(EOrientation.NEUTRAL, SpriteManager.ESprite.PINKYRIGHT); position_ = new Vector2(105, 140); sprite_ = new Sprite(position_, orientationToSprite_[orientation_]); orientation_ = EOrientation.LEFT; intersected = false; }
public SceneManager(SpriteManager spm, SoundManager som) { scenes = new Dictionary<EScene,AScene>(); scenes.Add(EScene.LEVEL, new Play(this, spm, som)); scenes.Add(EScene.PAUSE, new Pause(this, spm, som)); scenes.Add(EScene.LEGEND, new Legend(this, spm, som)); scenes.Add(EScene.TITLE, new TitleScreen(this, spm, som)); scenes.Add(EScene.WIN, new WinScreen(this, spm, som)); spm_ = spm; som_ = som; activateScene(EScene.TITLE); exit_ = false; lastState = GamePad.GetState(PlayerIndex.One); currentState = GamePad.GetState(PlayerIndex.One); }
public WinScreen(SceneManager sm, SpriteManager spm, SoundManager som) : base(sm, spm, som) { lastState = GamePad.GetState(PlayerIndex.One); sm_ = sm; }
public Legend(SceneManager scm, SpriteManager spm, SoundManager som) : base(scm, spm, som) { lastState = GamePad.GetState(PlayerIndex.One); textPos = Vector2.Zero; }
public TitleScreen(SceneManager sm, SpriteManager spm_, SoundManager som) : base(sm, spm_, som) { lastState = GamePad.GetState(PlayerIndex.One); som_.play(SoundManager.ESound.BEGIN); }
public Play(SceneManager sm, SpriteManager spm, SoundManager som) : base(sm, spm, som) { load(); }
public void drawMapScaled(uint x, uint y, SpriteManager.ESprite b) { if (!heroCentered_) { tmpPos_.X = (x * 8 - 4) * zoomScale_ + ((graphicsDevice_.Viewport.Width + blackRec_.Width) / 2) - (backgroundRec_.Width / 2) * zoomScale_; tmpPos_.Y = (y * 8 + 20) * zoomScale_ + (graphicsDevice_.Viewport.Height / 2) - (backgroundRec_.Height / 2) * zoomScale_; } else { tmpPos_.X = (x * 8 - 4) * zoomScale_ + ((graphicsDevice_.Viewport.Width + blackRec_.Width) / 2) - heroPos_.X * zoomScale_; tmpPos_.Y = (y * 8 + 20) * zoomScale_ + (graphicsDevice_.Viewport.Height / 2) - heroPos_.Y * zoomScale_; } spriteBatch_.Draw(spriteTex_, tmpPos_, spriteRec_[b][0], Color.White, 0f, Vector2.Zero, zoomScale_, SpriteEffects.None, 0f); }
public Pause(SceneManager sm, SpriteManager spm, SoundManager som) : base(sm, spm, som) { recent = false; }
public AScene(SceneManager scm, SpriteManager spm, SoundManager som) { scm_ = scm; spm_ = spm; som_ = som; }