public BaseAbility(SwordeningGame game,InGame gameState,Vector3 position) : base(game) { _game = game; _gameState = gameState; Position = position; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (SwordeningGame game = new SwordeningGame()) { game.Run(); } }
/// <summary> /// Creates a new empty grid. /// </summary> public MapGrid(SwordeningGame game,InGame gameState) { _game = game; _gameState = gameState; _tiles = new SerializableDictionary<string, MapTile>(); }
public Creature(SwordeningGame game, InGame gameState, Vector3 position) : base(game) { _game = game; _gameState = gameState; Position = position; }
/// <summary> /// Default contructor. /// </summary> /// <param name="game">the XNA game</param> /// <param name="gameState">InGame gamestate</param> /// <param name="textures">ground texture</param> public MapTile(SwordeningGame game, InGame gameState, int x, int z, int[,] grid) { tileX = x; tileZ = z; Grid = grid; Initialize(game, gameState); }
/// <summary> /// Creates a new live grid. /// </summary> public LiveGrid(SwordeningGame game, ref MapGrid mapGrid) : base(game) { _mapGrid = mapGrid; CoordinateX = 0; CoordinateZ = 0; UpdateGrid(); }
public InGame(SwordeningGame game) : base(game) { Hero = new Wizard(game,this,Vector3.Zero); camera = new CameraAndLights(); _saveGame = new SaveGame(this); mapGrid = new MapGrid(_game,this); liveGrid = new LiveGrid(_game,ref mapGrid); monsters = new List<Creature>(); camera.cameraPos = Vector3.Zero; gamemusic = _game.musics["gamemusic"]; difficultycounter = 0; spawntime = 1.0f; }
public WeakSkeleton(SwordeningGame game,InGame gameState,Vector3 position) : base(game,gameState,position) { //modifiers inherited from Creature: name = "Homicidal skeleton"; movementSpeedFactor = 0.85f; attackSpeedFactor = 0.7; CurrentHitPoints = 3; MaxHitPoints = 3; MaxMana = 0; CurrentMana = 0; camera = camera; graphics = graphics; Rotation = Quaternion.Identity; exp = 100; //modifiers inherited from Monster: loot = lootRandomiser.Next(1, 4); basedmg = 1; }
public Wizard(SwordeningGame game, InGame gameState, Vector3 position) : base(game,gameState,position) { //modifiers inherited from Creature: name = "Saruman of Many Colors"; Rotation = Quaternion.Identity; previousFireTime = TimeSpan.Zero; movementSpeedFactor = 1; attackSpeedFactor = 1; CurrentHitPoints = 10; MaxHitPoints = 10; MaxMana = 30; CurrentMana = 30; ManaRegenPerTick = 1; exp = 0; tnl = 1000; level = 1; //modifiers inherited from Hero gold = 0; //Our hero is the 99%. :< }
/// <summary> /// Separated from constructor for deserialization. /// </summary> /// <param name="game">the XNA game</param> /// <param name="gameState">InGame gamestate</param> /// <param name="textures">ground texture</param> public void Initialize(SwordeningGame game, InGame gameState) { _game = game; _graphics = game.Graphics; _gameState = gameState; camera = gameState.camera; effects = game.Services.GetService(typeof(Effect)) as Effect; _tileVertexBufferDict = new Dictionary<TileType,VertexBuffer>(); _textures = new Dictionary<TileType,Texture2D>(); SetUpTextures(); SetUpVertices(); }
public Initialize(SwordeningGame game) : base(game) { }
public InMenus(SwordeningGame game) : base(game) { menuMap = new Dictionary<Menus,GameComponent>(); }
public MainMenu(SwordeningGame game,InMenus gameState) : base(game,gameState) { }
public GameState(SwordeningGame game) : base(game) { _game = game; }
public Fireball(SwordeningGame game,InGame gameState,Vector3 position) : base(game,gameState,position) { ManaCost = 2; MovementSpeed = 4.0f; }
/// <summary> /// Constructs the handler. /// </summary> /// <param name="game">the XNA game</param> public GameStateHandler(SwordeningGame game) { _game = game; }
public AbstractMenu(SwordeningGame game,InMenus gameState) : base(game) { _game = game; _gameState = gameState; }
/// <summary> /// Creates a MapTile. /// </summary> /// <returns></returns> public static MapTile CreateMapTile(SwordeningGame game,InGame gameState, int x, int z) { int[,] grid = new[,] { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0}, {0,0,0,1,1,0,0,0,1,1,0,0,1,0,0,0,0,1,1,0}, {1,0,0,1,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0}, {0,0,0,0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,1,1,0,0}, {0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0}, {1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,0,0,0,0}, {0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,0,0,0,0,1,1,0,0,0,1,1,1,1,0,0,0}, {1,1,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} }; if (RANDOM_TILES) { var rand = new Random(); for (int i = 0; i < grid.GetLength(0); i++) { for (int j = 0; j < grid.GetLength(1); j++) { if (rand.Next() % 4 == 0) grid[i,j] = 1; else grid[i,j] = 0; } } } MapTile newTile = new MapTile(game,gameState,x,z,grid); /* int objectAmount = 5 + rand.Next() % 3; var takenSpots = new bool[objectAmount, objectAmount]; int differenceX = MapTile.Width / (objectAmount + 2); int differenceY = MapTile.Length / (objectAmount + 2); for (int i = 0; i < objectAmount; i++) { int x = rand.Next() % objectAmount; int y = rand.Next() % objectAmount; while (!takenSpots[x,y]) { x = rand.Next() % objectAmount; y = rand.Next() % objectAmount; } takenSpots[x,y] = true; x++; y++; x *= differenceX; y *= differenceY; var size = (StationaryObject.Size)(rand.Next() % 3 + 1); StationaryObject stationary = new StationaryRockSmall(game); stationary.SetPosition(x,y); stationary.Theme = theme; stationary.Name = StationaryObject.NewStationaryID(); newTile.AddStationary(stationary); }*/ return newTile; }
public MissileSpell(SwordeningGame game,InGame gameState,Vector3 position) : base(game,gameState,position) { }
public Attack(SwordeningGame game,InGame gameState,Vector3 position) : base(game,gameState,position) { }
public Utility(SwordeningGame game,InGame gameState,Vector3 position) : base(game,gameState,position) { }
public Monster(SwordeningGame game,InGame gameState,Vector3 position) : base(game,gameState,position) { lootRandomiser = new Random(); }