public TextEntity(World world, Vector2 location, string text, SpriteFont font, Color color) : base(world, location) { Text = text; Font = font; Color = color; }
public PaddleEntity(World world, Vector2 location, Texture2D sprite, Keys upKey, Keys downKey, Keys leftKey, Keys rightKey) : base(world, location, sprite) { UpKey = upKey; DownKey = downKey; LeftKey = leftKey; RightKey = rightKey; }
public LineEntity(World world, Vector2 location, Vector2 location2, Color color, float thickness) : base(world, location) { Location2 = location2; Color = color; Thickness = thickness; Angle = (float)Math.Atan2(Location2.Y - Location.Y, Location2.X - Location.X); }
public MenuWorld(Game game, World world, Rectangle size, ContentManager contentManager) : base(game, world, size) { BackgroundColor = Color.Transparent; Texture2D buttonAI = contentManager.Load<Texture2D>("buttonAI"); Texture2D buttonHuman = contentManager.Load<Texture2D>("buttonHuman"); Texture2D buttonEasy = contentManager.Load<Texture2D>("buttonEasy"); Texture2D buttonNormal = contentManager.Load<Texture2D>("buttonNormal"); Texture2D buttonHard = contentManager.Load<Texture2D>("buttonHard"); PaddleEntity player1 = ((PongWorld)ParentWorld).Players[0]; PaddleEntity player2 = ((PongWorld)ParentWorld).Players[1]; PaddleEntity player3 = ((PongWorld)ParentWorld).Players[2]; PaddleEntity player4 = ((PongWorld)ParentWorld).Players[3]; // Buttons // Resume ResumeButtonEntity Resume = new ResumeButtonEntity(this, new Vector2(Size.Width / 2, Size.Height / 7), contentManager.Load<Texture2D>("buttonResume")); Resume.Origin = new Vector2(Resume.Sprite.Width / 2, Resume.Sprite.Height / 2); Entities.Add(Resume); // Player1 PlayerEnabledButtonEntity Player1 = new PlayerEnabledButtonEntity(this, new Vector2(Size.Width / 3, Size.Height / 7 * 2), player1, contentManager.Load<Texture2D>("buttonPlayer1"), contentManager.Load<Texture2D>("buttonPlayer1Off")); Player1.Origin = new Vector2(Player1.Sprite.Width / 2, Player1.Sprite.Height / 2); Entities.Add(Player1); PlayerAIButtonEntity Player1AI = new PlayerAIButtonEntity(this, new Vector2(Size.Width / 3 - 5, Size.Height / 7 * 3), player1, buttonAI, buttonHuman); Player1AI.Origin = new Vector2(Player1AI.Sprite.Width, Player1AI.Sprite.Height / 2); Entities.Add(Player1AI); PlayerDifficultyButtonEntity Player1Difficulty = new PlayerDifficultyButtonEntity(this, new Vector2(Size.Width / 3 + 5, Size.Height / 7 * 3), player1, buttonEasy, buttonNormal, buttonHard); Player1Difficulty.Origin = new Vector2(0, Player1Difficulty.Sprite.Height / 2); Entities.Add(Player1Difficulty); // Player 2 PlayerEnabledButtonEntity Player2 = new PlayerEnabledButtonEntity(this, new Vector2(Size.Width / 3, Size.Height / 7 * 4), player2, contentManager.Load<Texture2D>("buttonPlayer2"), contentManager.Load<Texture2D>("buttonPlayer2Off")); Player2.Origin = new Vector2(Player2.Sprite.Width / 2, Player2.Sprite.Height / 2); Entities.Add(Player2); PlayerAIButtonEntity Player2AI = new PlayerAIButtonEntity(this, new Vector2(Size.Width / 3 - 5, Size.Height / 7 * 5), player2, buttonAI, buttonHuman); Player2AI.Origin = new Vector2(Player2AI.Sprite.Width, Player2AI.Sprite.Height / 2); Entities.Add(Player2AI); PlayerDifficultyButtonEntity Player2Difficulty = new PlayerDifficultyButtonEntity(this, new Vector2(Size.Width / 3 + 5, Size.Height / 7 * 5), player2, buttonEasy, buttonNormal, buttonHard); Player2Difficulty.Origin = new Vector2(0, Player2Difficulty.Sprite.Height / 2); Entities.Add(Player2Difficulty); // Player 3 PlayerEnabledButtonEntity Player3 = new PlayerEnabledButtonEntity(this, new Vector2(Size.Width / 3 * 2, Size.Height / 7 * 2), player3, contentManager.Load<Texture2D>("buttonPlayer3"), contentManager.Load<Texture2D>("buttonPlayer3Off")); Player3.Origin = new Vector2(Player3.Sprite.Width / 2, Player3.Sprite.Height / 2); Entities.Add(Player3); PlayerAIButtonEntity Player3AI = new PlayerAIButtonEntity(this, new Vector2(Size.Width / 3 * 2 - 5, Size.Height / 7 * 3), player3, buttonAI, buttonHuman); Player3AI.Origin = new Vector2(Player3AI.Sprite.Width, Player3AI.Sprite.Height / 2); Entities.Add(Player3AI); PlayerDifficultyButtonEntity Player3Difficulty = new PlayerDifficultyButtonEntity(this, new Vector2(Size.Width / 3 * 2 + 5, Size.Height / 7 * 3), player3, buttonEasy, buttonNormal, buttonHard); Player3Difficulty.Origin = new Vector2(0, Player3Difficulty.Sprite.Height / 2); Entities.Add(Player3Difficulty); // Player 4 PlayerEnabledButtonEntity Player4 = new PlayerEnabledButtonEntity(this, new Vector2(Size.Width / 3 * 2, Size.Height / 7 * 4), player4, contentManager.Load<Texture2D>("buttonPlayer4"), contentManager.Load<Texture2D>("buttonPlayer4Off")); Player4.Origin = new Vector2(Player4.Sprite.Width / 2, Player4.Sprite.Height / 2); Entities.Add(Player4); PlayerAIButtonEntity Player4AI = new PlayerAIButtonEntity(this, new Vector2(Size.Width / 3 * 2 - 5, Size.Height / 7 * 5), player4, buttonAI, buttonHuman); Player4AI.Origin = new Vector2(Player4AI.Sprite.Width, Player4AI.Sprite.Height / 2); Entities.Add(Player4AI); PlayerDifficultyButtonEntity Player4Difficulty = new PlayerDifficultyButtonEntity(this, new Vector2(Size.Width / 3 * 2 + 5, Size.Height / 7 * 5), player4, buttonEasy, buttonNormal, buttonHard); Player4Difficulty.Origin = new Vector2(0, Player4Difficulty.Sprite.Height / 2); Entities.Add(Player4Difficulty); // Exit button ExitButtonEntity Exit = new ExitButtonEntity(this, new Vector2(Size.Width / 2, Size.Height / 7 * 6), contentManager.Load<Texture2D>("buttonExit")); Exit.Origin = new Vector2(Exit.Sprite.Width / 2, Exit.Sprite.Height / 2); Entities.Add(Exit); }
public World(Game game, World world, Rectangle size) { Game = game; ParentWorld = world; Size = size; }
public SpriteEntity(World world, Vector2 location, Texture2D sprite) : base(world, location) { Sprite = sprite; }
protected override void Initialize() { World = new PongWorld(this, new Rectangle(0, 0, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight), Content); base.Initialize(); }
public BallEntity(World world, Vector2 location, Texture2D sprite) : base(world, location, sprite) { }
public Entity(World world, Vector2 location) { World = world; Location = location; }