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Thanks. I think I might devise something from this technique.
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Ah, I remember that. I think that was removed in v2 or v3.
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You need to use recursion.
public virtual void Draw(GameTime gameTime)
{
DrawControls(this);
}
private void DrawControls(IControlContainer controls)
{
foreach (BaseGump gump in controls)
{
if (gump.Visible)
{
if (gump is IControlContainer)
{
...
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I think it's important to clearly distinguish self and ally units from enemies. Hopefully, this will be multi-player and some team will be allies (but alliances may come and go).
I think that's a good idea for 'single player/campaign mode', but for multi-player play or just 'death matches', I'd like to have some ...
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Why not just create a collection to hold your drawable objects? Then you just loop through and draw them. It would be faster than inspecting each object to see if it's drawable or not.
I'd probably have an interface that has a Update and Draw methods defined, then add these objects to a collection and loop through them during Update() ...
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You should look at the RPG sample. That has its own tile based engine and does pretty much everything you're asking about.
The RPG sample reads the maps from XML. It has multiple layers (like base, ground, collision, etc.). It has a bit more than you need, but you should be able to get a good feeling of how it works and how to duplicate ...
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I've been looking around and I've found various forums/articles describing player preferences for which colors they most choose when given various options. Most of my research comes from board games, like RISK, where a player can choose from a limited set of colors and the most often choosen color is Blue, Green, then Red, ...
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You need to look at the MonsterReader class which calls the FightingCharacterReader class which calls the CharacterReader class and finally the WorldObjectReader class. If you create a new monster, then you need to make sure to set all of the properties of Character and FightingCharacter and WorldObject.
These reader classes are what reads ...
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If you are a U.S. citizen and are not a company, then it's your SSN (social security number). If you are a U.S. based company, then its' your company Tax ID.
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That might work, but reason that the list of potential monsters are kept in the map files is so that you can have a different group of monsters spawn based on the map. If you're in a dungeon, then dungeon mobs would randomly appear, if you were in the forest then forest mobs would randomly appear, etc.