public ShipSpawner(Game1 game, Sector sec)
 {
     this.game = game;
     Initialize(sec);
 }
 public MiningOutpost(Game1 game, Sprite spriteSheet) :
     base(game, spriteSheet)
 {
 }
 public ShipSpawner(Game1 game)
 {
     this.game = game;
 }
Beispiel #4
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 protected MissionObject(Game1 Game, Sprite SpriteSheet) :
     base(Game, SpriteSheet)
 {
     Class = "MissionObject";
 }
 public static void InitializePortraitSpriteSheet(Game1 game)
 {
     portraitSpriteSheet = new Sprite(game.Content.Load <Texture2D>("Overworld-Sprites/PortraitSpriteSheet"), null);
 }
 public Main8_1_BeginningOfTheEnd(Game1 Game, string section, Sprite spriteSheet, MissionID missionID) :
     base(Game, section, spriteSheet, missionID)
 {
     isMainMission = true;
 }
 public Information1Level(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, LevelEntry levelEntry)
     : base(Game, spriteSheet, player1, levelEntry)
 {
 }
 public MineLayerWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) :
     base(Game, variety)
 {
     Setup();
     SetShipPartVariety();
 }
 public Meteorite15(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) :
     base(Game, spriteSheet, player)
 {
     ObjectName = "Meteroite15";
 }
Beispiel #10
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 protected EnemyBullet(Game1 Game, Sprite spriteSheet) :
     base(Game, spriteSheet)
 {
 }
Beispiel #11
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 public Particle(Game1 Game, Sprite spriteSheet) :
     base(Game, spriteSheet)
 {
 }
 public NoWeaponBehaviour(Game1 Game, AI AI, AlliedShip Ship) :
     base(Game, AI, Ship)
 {
 }
 public SaveLevelButton(Game1 game, Sprite spriteSheet, Vector2 position)
     : base(spriteSheet, position)
 {
     displaySprite = spriteSheet.GetSubSprite(new Rectangle(0, 51, 61, 31));
 }
 public Side_FlightTraining2(Game1 Game, string section, Sprite spriteSheet, MissionID missionID) :
     base(Game, section, spriteSheet, missionID)
 {
 }
Beispiel #15
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 public DrillBeamWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) :
     base(Game, variety)
 {
     Setup();
 }
Beispiel #16
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 //Method used when event should be manually triggered, by for example Swarm event.
 protected PointLevelEvent(Game1 Game, PlayerVerticalShooter player, Sprite spriteSheet, Level level, EnemyType identifier)
     : base(Game, player, spriteSheet, level, identifier)
 {
     this.xPos   = -1f;
     hasDuration = false;
 }
        public ShooterState(Game1 Game, String name) :
            base(Game, name)
        {
            this.Game = Game;
            Class     = "play";

            //Load texture
            spriteSheet = new Sprite(Game.Content.Load <Texture2D>("Vertical-Sprites/shooterSheet"));

            //Player
            player = new PlayerVerticalShooter(Game, spriteSheet);

            // Create new log file
            LevelLogger.InitializeNewLogfile();

            // Unsure about if this is to be used, seems like a nice idea though! // Jakob
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, "LonelyAsteroidEncounter", "LonelyAsteroidLevel", MissionType.none));

            //////////// USED LEVELS //////////////

            var levelDict = ShooterState.GetMissionPathDict();

            // Subinteractive

            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["sub1"]));

            //Pirate Levels
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp3"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp4"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp5"]));

            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap3"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap4"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap5"]));

            levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar1"]));
            levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar2"]));
            levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar3"]));

            // Side mission levels

            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_3"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_3"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_4"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_5"]));

            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_deathByMeteor"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_astroScan"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_astroDodger"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_theRebelOutpost_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_theRebelOutpost_2"]));

            // Main mission levels
            levels.Add(new RebelsInTheMeteors(Game, spriteSheet, player, levelDict["1_1"]));
            levels.Add(new SecondMissionLevel(Game, spriteSheet, player, levelDict["2_1"]));
            levels.Add(new SecondMissionLevel(Game, spriteSheet, player, levelDict["2_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["3_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["3_2"]));
            levels.Add(new Infiltration1Level(Game, spriteSheet, player, levelDict["4_1"]));
            levels.Add(new Infiltration2Level(Game, spriteSheet, player, levelDict["4_2"]));
            levels.Add(new Retaliation1Level(Game, spriteSheet, player, levelDict["5_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["5_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["6_1"]));
            levels.Add(new InTheNameOfScienceLevel2(Game, spriteSheet, player, levelDict["6_2"]));
            levels.Add(new Information1Level(Game, spriteSheet, player, levelDict["7_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8o_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8o_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8r_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8r_2"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8a_1"]));
            levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8a_2"]));
        }
Beispiel #18
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 public OptionsMenuState(Game1 Game, string name) :
     base(Game, name)
 {
 }
 public RebelOutpost(Game1 game, Sprite spriteSheet) :
     base(game, spriteSheet)
 {
 }
 public RegularBomb(Game1 Game, Sprite spriteSheet) :
     base(Game, spriteSheet)
 {
 }