public DrawerBattle(Game1 myGame, ContentManager content, InterfaceBattle myInterface) : base(myGame, content) { _myInterface = myInterface; _zoom = Constants.ZoomDefault; //_myMoveRangeCalculator = new MoveRangeCalculator(_currentMap); _currentMap = myGame.CurrentMap; Load_content(); }
public Spell(Spells type, Creature agent, DrawerBattle drawer, InterfaceBattle myInterface, SpellTarget targetType, UInt16 range, UInt16 magnitude, UInt16 executionTime) { _type = type; _agent = agent; _map = _agent.MapBattlemap; _drawer = drawer; _interface = myInterface; _targetType = targetType; //_spellEffects = spellEffects; _range = range; _magnitude = magnitude; _executionTime = executionTime; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here this.IsMouseVisible = true; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); _myInterfaceMenu = new InterfaceStartMenu(this); _myDrawerStartMenu = new DrawerStartMenu(this, Content, _myInterfaceMenu); _randomator = new RandomStuff(907); _myInterface = new InterfaceBattle(this); _myDrawer = new DrawerBattle(this, Content, _myInterface); base.Initialize(); }
public MapGenerator(RandomStuff randomator, InterfaceBattle gameInterface, DrawerBattle drawer) { _randomator = randomator; _interface = gameInterface; _drawer = drawer; }
public SKillBasicAttackRanged(Creature agent, DrawerBattle drawer, InterfaceBattle myInterface, SpellTarget targetType, UInt16 magnitude, UInt16 executionTime) : base(Spells.SkillRanged, agent, drawer, myInterface, targetType, agent.GetAttackRange(), magnitude, executionTime) { }
public SkillBasicAttackMelee(Creature agent, DrawerBattle drawer, InterfaceBattle myInterface, SpellTarget targetType, UInt16 magnitude, UInt16 executionTime) : base(Spells.SkillMelee, agent, drawer, myInterface, targetType, 1, magnitude, executionTime) { }
private void CreateSpellForCreature(Creature agent, Spells type, DrawerBattle myDrawer, InterfaceBattle myInterface) { Spell newSpell = null; switch (type) { case Spells.SkillMelee: newSpell = new SkillBasicAttackMelee(agent, myDrawer, myInterface, SpellTarget.Hex, 1, Constants.APActionCostsStandard[(sbyte)APCostTypes.AttackMelee]); break; case Spells.SkillRanged: // FIX RANGE newSpell = new SKillBasicAttackRanged(agent, myDrawer, myInterface, SpellTarget.Hex, 1, Constants.APActionCostsStandard[(sbyte)APCostTypes.AttackMelee]); break; } agent.SpellAdd(newSpell); }
/// <summary> /// Spawns the player on the 'ground' at 'startPoint' /// returns a reference to the Player so one can more easily take care of references. /// </summary> /* * public Creature SpawnPlayer(Coords startPoint) * { * //Player player = new Player(this, startPoint, this.IssueCreatureID()); * //this.PlayerReference = player; * return null; * } */ public Creature CreateCreature(Coords startPoint, Team team, CreatureGenerator generator, Brain creatureBrain, DrawerBattle myDrawer, InterfaceBattle myInterface) { Creature newguy = new Creature(this, startPoint, (UInt16)this.IssueCreatureID(), team, generator, creatureBrain); team.MemberRegister(newguy); for (int i = 0; i < generator.SpellEndowment.Length; ++i) { CreateSpellForCreature(newguy, generator.SpellEndowment[i], myDrawer, myInterface); } return(newguy); }