/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
//CONSTRUCTORS public Player(Game1 game, int pv_max, int pv, int screenheight, int screenwidth) { this.game = game; this.pv_max = pv_max; this.pv = pv; _screenheight = screenheight; _screenwidth = screenwidth; }
//CONSTRUCTORS public Player(Game1 game,int pv_max, int pv) { this.game = game; this.pv_max = pv_max; this.pv = pv; _screenwidth = game.screenwidth; _screenheight = game.screenheight; }
//CONSTRUCTORS public Player(Game1 game,int pv_max, int pv, Weapon_Type weapon) { this.game = game; this.pv_max = pv_max; this.pv = pv; this.weapon = weapon; _screenwidth = game.screenwidth; _screenheight = game.screenheight; }
public Player(Game1 game) { this.game = game; _screenwidth = game.screenwidth; _screenheight = game.screenheight; this.Hitbox = new Rectangle(0, 0, 32, 32); this.FrameLine = 2; this.FrameColumn = 2; this.Direction = Direction.Down; this.Effect = SpriteEffects.None; this.Animation = true; this.Timer = 0; }
//CONSTRUCTORS public Bullet(Game1 game) { this.game = game; }
public Weapons(Game1 game) { this.game = game; }
public Enemy(Game1 game) { this.game = game; }
public Particle(Game1 game) { this.game = game; }
public Player(Game1 game) { this.game = game; _screenwidth = game.screenwidth; _screenheight = game.screenheight; }
public void Update(GameTime Gametime, Game1 game) { postion = new Vector2(game.player.Position.X + (game.player.Hitbox.Width / 2) - game.screenwidth / 2, game.player.Position.Y + (game.player.Hitbox.Height / 2) - game.screenheight / 2); transform = Matrix.CreateScale(new Vector3(1,1,0))*Matrix.CreateTranslation(new Vector3(-postion.X,-postion.Y,0)); }
public Camera(Viewport newView,Game1 _game) { game = _game; view = newView; }