/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public AnimationComponent(int ownerID) : base(ownerID, Vector2.Zero, 0, 0, null) { _game1 = Game1.Instance; _startFrameX = 0; _startFrameY = 0; _framePlayLength = 0.0f; // How long we stay on each frame, ie how fast it plays. _frameTimer = 0.0f; // How long the current frame has been playing. _playCount = 0; _playCountMax = 0; _numberOfFrames = 0; _reverse = false; _currentFrame = 0; _continuous = false; _isRunning = false; _name = null; }
public Game1() { _graphics = new GraphicsDeviceManager(this); _graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings); Content.RootDirectory = "Content"; Instance = this; }
public AnimationComponent( int ownerID, int startX, int startY, double playLength, int playMax, int numberOfFrames, bool reverse, string name, Vector2 position, int width, int height, Texture2D texture, bool isRunning = false, bool continuous = false, bool glow = false, Nullable<Color> tint = null, float rotation = 0.0f, Nullable<Vector2> origin = null, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float layer = 1.0f) : base(ownerID, position, width, height, texture, null, glow, tint, rotation, origin, scale, spriteEffect, layer) { // Start Constructor. _game1 = Game1.Instance; _startFrameX = startX; _startFrameY = startY; _framePlayLength = playLength; // How long we stay on each frame, ie how fast it plays. _frameTimer = 0.0f; // How long the current frame has been playing. _playCount = 0; _playCountMax = playMax; _numberOfFrames = numberOfFrames; _reverse = reverse; if (reverse) { _currentFrame = _numberOfFrames - 1; } else { _currentFrame = 0; } _continuous = continuous; _isRunning = isRunning; _name = name; }