public CharacterController(ScreenManager screen, GamepadController pad, Vector2 startPos, int countDown) : base(screen) { stats = pad.PlayerModel.SelectedCharacter; model = new CharacterModel(pad, startPos, countDown, stats); moves = new MoveController(Screen, stats, pad.PlayerIndex); this.pad = pad; }
public CursorModel(ContentManager content, World world, GamepadController pad, SmashBros.Controllers.GamepadController.NavigationKey navigationMethod, OnCollisionEventHandler col, OnSeparationEventHandler sep,bool enabled = false) { Cursor = new Sprite(content, "Cursors/Player" + pad.PlayerIndex, 70, 70, 280 * pad.PlayerIndex + 100, 680); Cursor.BoundRect(world, 5, 5, BodyType.Dynamic); Cursor.StaticPosition = true; Cursor.Category = Category.Cat4; Cursor.CollidesWith = Category.Cat5; Cursor.Layer = 1002; Cursor.Mass = 1; Cursor.UserData = pad.PlayerIndex; Cursor.BoundBox.IgnoreGravity = true; Cursor.Origin = new Vector2(50, 20); this.Pad = pad; this.Navigation = navigationMethod; this.OnCollision = col; this.OnSeparation = sep; this.Enabled = enabled; }
protected override void LoadContent() { ContentManager content = Game.Content; //Loads the gameoptions from last time GameOptions = Serializing.LoadGameOptions(); ControllerViewManager = new ControllerViewManager(Game.GraphicsDevice, content); //Adds the sound controller ControllerViewManager.AddController(soundController); //Loads and add the fonts to the a list so controllers easily can reach this just by the name of the string fonts.Add("Impact", content.Load<SpriteFont>("Fonts/Impact")); fonts.Add("Impact.large", content.Load<SpriteFont>("Fonts/Impact.large")); //Loads the player controllers from file List<Player> players = Serializing.LoadPlayerControllers(); // Init each player by creating a gamepadcontroller foreach player foreach (Player player in players) { GamepadController gamepad = new GamepadController(this, player); gamePads.Add(gamepad); ControllerViewManager.AddController(gamepad); } //Creates the controller for the cursor cursorsController = new CursorController(this); ControllerViewManager.AddController(cursorsController); //Adds the popupmenu to the controllers stack popupMenuController = new OverlayMenuController(this); ControllerViewManager.AddController(popupMenuController); //if startgameplay is true then the game goes straight in to game play if (Constants.StartGameplay) { //Set the right state gameStateManager.CurrentState = GameState.GamePlay; var chars = Serializing.LoadCharacters(); var maps = Serializing.LoadMaps(); gamePads[0].PlayerModel.SelectedCharacter = chars[1]; gamePads[0].PlayerModel.CharacterIndex = 0; gamePads[1].PlayerModel.SelectedCharacter = chars[2]; gamePads[1].PlayerModel.CharacterIndex = 2; GamePlayController game = new GamePlayController(this, maps[1]); ControllerViewManager.AddController(game); } else { gameStateManager.CurrentState = GameState.StartScreen; this.menu = new MenuController(this); ControllerViewManager.AddController(menu); } }
public CharacterModel(GamepadController pad, Vector2 startPos, int countDown, CharacterStats stats) { position = startPos; playerIndex = pad.PlayerIndex; resetTimeLeft = countDown * 1000; maxSpeed = stats.maxSpeed; acceleration = stats.acceleration; weight = stats.weight; JumpStartVelocity = stats.jumpStartVelocity; }