/// <summary> /// Initializes a new instance of the <see cref="GamePlayMenuLabel"/> class. /// </summary> /// <param name="screen">The screen to be drawn on.</param> /// <param name="id">The id of this item.</param> /// <param name="graphicsDevice">The graphics device.</param> public GamePlayMenuLabel(GameScreen screen, int id, IBallerburgGraphicsManager graphicsDevice) { this.Id = id; this.Owner = screen; this.State = States.Visible; this.graphicsDevice = graphicsDevice; }
protected EntityManager(GameScreen screen) { Owner = screen; Owner.Game.Window.ClientSizeChanged += (s, e) => DoRecalcBoundingBox(); DoRecalcBoundingBox(); }
public PathCPUParticleEmitter(GameScreen scrn, Vector2 pos, VectorPath path, ParticleEmitterConfig cfg) : base(scrn, cfg) { vectorPath = path; vectorPathCenter = path.Boundings.Center; Position = pos; }
/// <summary> /// Initializes a new instance of the <see cref="OnOffToggleButton"/> class. /// </summary> /// <param name="screen">The screen.</param> /// <param name="text">The text to display.</param> /// <param name="on">if set to <c>true</c> [on].</param> /// <param name="id">The id of this element.</param> public OnOffToggleButton(GameScreen screen, string text, bool on, int id) { this.text = text; this.Id = id; this.Owner = screen; this.value = on; }
/// <summary> /// Button class constructor. /// </summary> /// <param name="position">The top-left corner of the Button.</param> /// <param name="width">The Button's width.</param> /// <param name="height">The Button's height.</param> /// <param name="screen">Reference to the screen on which the Button exists.</param> public Button( Point position, int width, int height, GameScreen screen ) : base(position, width, height, screen) { // Starting state is inert state = 0; textColours = new Color[4]; }
public override void Initialize(GraphicsDevice Device, ScreenManager manager) { base.Initialize(Device, manager); Settings.LoadSettings(); Panel panel = new Panel(this, new Vector2(300, 160), new Vector2(200, 280), Content.ContentInterface.LoadTexture("UITest")); Button button = new Button(this, new Vector2(60, 30), new Vector2(80, 40), Content.ContentInterface.LoadTexture("UITest"), delegate { Settings.ServerAddress = "localhost"; _manager.RemoveScreen(this); GameScreen screen = new GameScreen(); screen.SetupLocalServer(); _manager.AddScreen(screen); }, "Local"); AddChild(panel); panel.AddChild(button); button = new Button(this, new Vector2(20, 90), new Vector2(160, 40), Content.ContentInterface.LoadTexture("UITest"), delegate { _manager.RemoveScreen(this); _manager.AddScreen(new GameScreen()); }, "Online"); panel.AddChild(button); button = new Button(this, new Vector2(20, 150), new Vector2(160, 40), Content.ContentInterface.LoadTexture("UITest"), delegate { Console.WriteLine("Test2"); }, "Testbutton2"); panel.AddChild(button); button = new Button(this, new Vector2(20, 210), new Vector2(160, 40), Content.ContentInterface.LoadTexture("UITest"), delegate { Console.WriteLine("Test3"); }, "Testbutton3"); panel.AddChild(button); }
public Marble(GameScreen game) : base(game, "marble") { preferPerPixelLighting = true; // Load the texture of the marble m_marbleTexture = Engine.Content.Load<Texture2D>(@"Textures\Marble"); }
/// <summary> /// Initializes a new instance of the <see cref="ActionToggleButton"/> class. /// </summary> /// <param name="screen">The screen.</param> /// <param name="text">The text to display.</param> /// <param name="stateText">The state text.</param> /// <param name="id">The id of this element.</param> public ActionToggleButton(GameScreen screen, string text, string stateText, int id) { this.text = text; this.Id = id; this.Owner = screen; this.stateText = stateText; }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
public ScreenManager(Game game) : base(game) { menuScreen = new MenuScreen(); gameScreen = new GameScreen(); keyboard = new Input(); }
public Marker(GameScreen screen, Vector3 position) : base(screen.Game) { this.Screen = screen; this.position = position; DrawOrder = 5; }
public ScoresBoard(GameScreen i_GameScreen, int i_PlayerNumber, Color i_TextColor) : base(i_GameScreen.Game) { r_TextColor = i_TextColor; r_PlayerNumber = i_PlayerNumber; i_GameScreen.Add(this); }
// Constructors =======================================// public Hud(GameScreen parent) : base(parent) { // Initialize Fields maxDamage = 100f; damageValue = 100f; resistanceValue = 100f; scoreValue = GlobalVariables.score; moneyValue = GlobalVariables.money; hudSprite = Engine.Content.Load<Texture2D>("Content\\Textures\\damage"); SpriteFont font1 = Engine.Content.Load<SpriteFont>("Content\\Fonts\\FontAgency24"); // Initialize the Damage bars damageText = new Entity2D(hudSprite, new Vector2(15f, 30f), this.Parent); damageText.Rectangle = new Rectangle(0, 150, 260, 50); damageBox = new Entity2D(hudSprite, new Vector2(10f, 10f), this.Parent); damageBox.Rectangle = new Rectangle(0, 0, 260, 50); damageBarGlass = new Entity2D(hudSprite, new Vector2(10f, 20f), this.Parent); damageBarGlass.Rectangle = new Rectangle(0, 50, 260, 50); damageBar = new Entity2D(hudSprite, new Vector2(20f, 20f), this.Parent); damageBar.Rectangle = new Rectangle(0, 100, 238, 50); // Initialize the text Vector2 bgHudPos = new Vector2(0, Engine.Viewport.Height - 90); levelText = new EntityText(font1, new Vector2(10, 11), "Level:"+GlobalVariables.level.ToString(), this.Parent); levelText.Position = new Vector2(Engine.Viewport.Width-120, bgHudPos.Y + 15); scoreText = new EntityText(font1, new Vector2(10, 11), GlobalVariables.score.ToString(), this.Parent); scoreText.Position = new Vector2(230, bgHudPos.Y + 15); moneyText = new EntityText(font1, new Vector2(10, 35), GlobalVariables.money.ToString(), this.Parent); moneyText.Position = new Vector2(530, bgHudPos.Y + 15); hudSprite = Engine.Content.Load<Texture2D>("Content\\Textures\\moneyHUD"); // Initialize the score and money fields scoreGlass = new Entity2D(hudSprite, new Vector2(10, bgHudPos.Y), this.Parent); scoreGlass.Rectangle = new Rectangle(0, 200, 300, 100); moneyGlass = new Entity2D(hudSprite, new Vector2(300, bgHudPos.Y), this.Parent); moneyGlass.Rectangle = new Rectangle(0, 200, 300, 100); score = new Entity2D(hudSprite, new Vector2(10, bgHudPos.Y), this.Parent); score.Rectangle = new Rectangle(0, 0, 300, 100); money = new Entity2D(hudSprite, new Vector2(300, bgHudPos.Y), this.Parent); money.Rectangle = new Rectangle(0, 100, 300, 100); // Initialize the black Texture black = new Entity2D(Engine.Content.Load<Texture2D>("Content\\Textures\\black"), new Vector2(0, 400), this.Parent); black.Rectangle = new Rectangle(0, 0, 800, 75); black.Position = bgHudPos; black.Alpha = 0.3f; }
public MenuItem(string i_Title, GameScreen i_GameScreen, IMenuConfiguration i_MenuConfiguration) { TitleValue = string.Empty; Title = i_Title; GameScreen = i_GameScreen; r_MenuConfiguration= i_MenuConfiguration; }
public override void Draw(GameScreen gameScreen, GameTime gameTime) { SpriteBatch spriteBatch = gameScreen.ScreenManager.SpriteBatch; SpriteFont font = gameScreen.ScreenManager.BigFont; ButtonTexture = ButtonTexture ?? gameScreen.ScreenManager.BlankTexture; var newPosition = Position; var textSize = font.MeasureString(Text); if (ShowText) { newPosition.Y -= textSize.Y / 1.5f; } Rectangle rec = new Rectangle((int)newPosition.X, (int)newPosition.Y, (int)Size.X, (int)Size.Y); if(!IsHovered) spriteBatch.Draw(Icon, rec, Color.White); else spriteBatch.Draw(Icon, rec, HoverColor); var textPosition = newPosition; textPosition.Y += Size.Y + 10; textPosition.X += (Size.X - textSize.X)/2; spriteBatch.DrawString(font, Text, textPosition, TextColor); }
public MenuScreen(GameScreen screen) { TransitionOnTime = TransitionOffTime = TimeSpan.FromSeconds(1.5); if (screen.ScreenState != ScreenState.Frozen) screen.ScreenState = ScreenState.Frozen; parent = screen; }
public PlayerSpaceInvaders(GameScreen i_GameScreen, string i_PlayerNickname, eSpaceShipType i_SpaceShipType) : base(i_GameScreen.Game, i_PlayerNickname) { m_LoseLifeSound = SoundFactory.CreateSound(this.Game, SoundFactory.eSoundType.LifeDie) as Sound; m_Nickname = i_PlayerNickname; m_SpaceShipType = i_SpaceShipType; m_ScoreText = SpritesFactory.CreateSprite(i_GameScreen, SpritesFactory.eSpriteType.SmallText) as Text; SpritesFactory.eSpriteType lifeType = SpritesFactory.eSpriteType.LifeBlueSpaceShip; switch (m_SpaceShipType) { case eSpaceShipType.Blue: m_SpaceShip = SpritesFactory.CreateSprite(i_GameScreen, SpritesFactory.eSpriteType.BlueSpaceShip) as SpaceShip; m_ScoreText.TintColor = Color.Blue; lifeType = SpritesFactory.eSpriteType.LifeBlueSpaceShip; break; case eSpaceShipType.Green: m_SpaceShip = SpritesFactory.CreateSprite(i_GameScreen, SpritesFactory.eSpriteType.GreenSpaceShip) as SpaceShip; m_ScoreText.TintColor = Color.Green; lifeType = SpritesFactory.eSpriteType.LifeGreenSpaceShip; break; } for (int i = 0; i < this.Lifes; i++) { Life life = SpritesFactory.CreateSprite(i_GameScreen, lifeType) as Life; life.Initialize(); this.LifesSprites.Add(life); } }
public Sprite(string i_AssetName, GameScreen i_Game, int i_UpdateOrder, int i_DrawOrder) : base(i_AssetName, i_Game.Game, i_UpdateOrder, i_DrawOrder) { AngularVelocity = 0; Screen = i_Game; Screen.Add(this); }
public MotherShip(GameScreen i_GameScreen, string i_AssetName) : base(i_AssetName, i_GameScreen) { this.Points = m_PointsToBeEarned; this.Velocity = new Vector2(r_MotherShipVelocity, 0); m_SoundWhenKilled = SoundFactory.CreateSound(this.GameScreen, SoundFactory.eSoundType.MotherShipKill) as Sound; }
private LoadingScreen(ScreenManager screenManager, NetworkManager nManager, GameScreen[] screens) { isNetworkGame = true; netManager = nManager; screensToLoad = screens; TransitionOnTime = TimeSpan.FromSeconds(1.0); }
public void ShowScreen() { Resolve<Window>().ViewportPixelSize = new Size(1280, 800); var screen = new GameScreen(); screen.FadeIn(); screen.StartNextLevel(); }
public Effects(GameScreen gameScreen) { this.gameScreen = gameScreen; //Create List Models ListModelEffects = new List<ModelStruct>(); DiccModelsEffects = new Dictionary<int, string>(); }
public RegisteredComponent(GameScreen i_GameScreen, int i_UpdateOrder = int.MaxValue) : base(i_GameScreen.Game) { Screen = i_GameScreen; UpdateOrder = i_UpdateOrder; i_GameScreen.Add(this); }
public Game(StartupScreen startScreen, GameScreen gameScreen) { this.startScreen = startScreen; startScreen.GameStarted += OnStartupScreenGameStarted; this.gameScreen = gameScreen; gameScreen.Hide(); }
/// <summary> /// ListView class constructor. /// </summary> /// <param name="elements">The number of visible elements in ListView.</param> /// <param name="position">The top-left corner of the ListView.</param> /// <param name="width">The ListView's width.</param> /// <param name="height">The ListView's height.</param> /// <param name="screen">Reference to the screen on which the ListView exists.</param> public ListView(int elements, Point position, int width, int height, GameScreen screen) : base(position, width, height, screen) { // up button initialization up = new Button(new Point(base.Position.X + 10 + base.width, position.Y), 50, 50, base.screen); this.elements = elements; //listview button height int buttonHeight = base.height / elements; //down button initialization down = new Button(new Point(base.Position.X + 10 + base.width, position.Y + buttonHeight * (elements - 1)), 50, 50, base.screen); //arrow button callbacks up.RegisterCallback(Up_OnClick); down.RegisterCallback(Down_OnClick); //minimum threshold check for listview buttons height if (buttonHeight < 21) { buttonHeight = 21; } //initialize listview buttons for (int i = 0; i < elements; i++) { Buttons.Add(new Button(new Point(base.position.X, base.position.Y + (i * buttonHeight)), base.width, buttonHeight, base.screen)); } }
public override void Draw(GameScreen gameScreen, GameTime gameTime) { base.Draw(gameScreen, gameTime); ScreenManager screenManager = gameScreen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; if (Active) { Texture2D drawingTextue = ActiveTexture ?? screenManager.Game.Content.Load<Texture2D>("Images/GUI/CheckBoxX"); Vector2 textureSize = Size; textureSize.X -= BorderThickness; textureSize.Y -= BorderThickness; Vector2 texturePosition = Position; texturePosition.X += BorderThickness; texturePosition.Y += BorderThickness; var rectangle = new Rectangle((int) texturePosition.X, (int) texturePosition.Y, (int) textureSize.X - BorderThickness, (int) textureSize.Y - BorderThickness); spriteBatch.Draw(drawingTextue, rectangle, FillColor); } }
public void changeScreens(string screenName) { newScreen = (GameScreen)Activator.CreateInstance(Type.GetType("SpaceFighter.Screens." + screenName)); currentScreen.UnloadContent(); currentScreen = newScreen; currentScreen.Initialize(); currentScreen.LoadContent(); }
public override void Initialize(GameScreen parentScreen) { base.Initialize(parentScreen); LevelScreen screen = (LevelScreen)parentScreen; Behaviour = screen.BehaviourFactory.Create<AIControlledEntity>( Settings.BehaviourName); }
/// <summary> /// menus /// </summary> private LoadingScreen(MenuSystem menuSystem, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// Initializes a new instance of the MenuEntry class /// </summary> /// <param name="screen">The screen to be drawn on.</param> /// <param name="text">The text to be drawn.</param> /// <param name="id">The id of this item.</param> public MenuEntry(GameScreen screen, string text, int id) { this.Id = id; this.Owner = screen; this.State = States.Visible; this.text = text; this.Activate(); }
public Controleble(GameScreen game) : base(game) { }
public DoneButton(Menu i_ParentMenu, GameScreen i_SourceScreen) : base(i_ParentMenu, i_SourceScreen) { StaticText = k_DoneButtonStaticText; }
public MenuItem(string i_Text, GameScreen i_GameScreen, Menu i_LinkedMenu = null, Action <MenuItem> i_CheckMosueOrKBState = null) : this(new StrokeSpriteFont(i_Text, i_GameScreen), i_GameScreen, i_LinkedMenu, i_CheckMosueOrKBState) { }
public RotujciText(GameScreen game, string text, Vector2 pozice) : base(game, text, pozice) { Scale = new Vector2(0.5f, 0.5f); }
public override bool Execute(bool admin) { switch (usecaseID) { case 0: if (int.TryParse(GetArg(0), out int id)) { var gameobject = Game.LocateWithGameID(id); if (gameobject == null) { return(false); } if (!(gameobject is Equipable)) { return(false); } var points = new List <GameObject>(); foreach (var part in Game.GetPlayer.LocateObjectsWithType <BodyPart>(false)) { if (part.CanEquipItem(gameobject as Equipable)) { if (part.EquipedItem == gameobject) { continue; } points.Add(part); } } if (!Game.GetPlayer.IsInRangeOf(gameobject, Game.GetPlayer.InteractionRanges.grabRange)) { GameScreen.PrintLine("\nYou are not close enough to equip this."); return(false); } if (points.Count == 0) { GameScreen.PrintLine("\nYou have nowhere to equip that item."); return(false); } Utilities.PromptSelection <GameObject>("Where do you want to equip this item?", points.ToArray(), (part, canceled) => { if (canceled) { return; } var casted = part as BodyPart; if (!casted.HasItemEquiped) { casted.EquipItem(gameobject as Equipable); GameScreen.PrintLine($"\nEquiped <{Color.Cyan.ToInteger()},look at {gameobject.ID}>{gameobject.Name}@ to <{Color.Cyan.ToInteger()},look at {casted.ID}>{casted.Name}@"); return; } }); } break; } return(false); }
public StandardDebugMinimapImplementation(GameScreen scrn, float size, float pad) : base(scrn) { MaxSize = size; Padding = pad; }
public ShooterPlayer(string i_AssetName, GameScreen i_GameScreen, int i_UpdateOrder, int i_DrawOrder) : base(i_AssetName, i_GameScreen, i_UpdateOrder, i_DrawOrder) { m_SoundManager = this.Game.Services.GetService(typeof(SoundManager)) as ISoundManager; this.Gun = new Gun(k_MaxShotInMidAir, this, Bullet_Collided); }
public ShooterPlayer(string i_AssetName, GameScreen i_GameScreen, int i_CallsOrder) : this(i_AssetName, i_GameScreen, int.MaxValue, int.MaxValue) { }
public Rectangle(GameScreen i_GameScreen, string i_AssetName) : base(i_AssetName, i_GameScreen) { }
public void Setup(GameScreen gameScreen) { _scoreLabel = gameScreen.ScoreLabel; }
private void UseItem() { if (Player.TargetTile != Player.Tile) { return; } var facing = Player.GetFacingTile(); if (facing == null) { return; } if (facing.WorldObject != null && facing.WorldObject.CanUse) { ContentChest.Sounds[facing.WorldObject.UseSound].Play(); BeginProgress(); return; } var slot = UIManager.GetSelectedSlot(); if (slot.Item == null) { return; } var successful = false; if (!slot.Item.Usable && slot.Item.RepairID != 0) { if (facing.WorldObject != null && facing.WorldObject.Repairable) { successful = facing.WorldObject.Repair(slot.Item.ItemName); if (successful) { ContentChest.InsertSound.Play(); } if (facing.WorldObject.Repaired && facing.WorldObject.EndsLevelOnRepair) { var timer = new Timer { Interval = 2000 }; ContentChest.WindMillSound.Play(); timer.Elapsed += (e, b) => { timer.Stop(); if (GameScreen.LevelExists(_currentLevel + 1)) { RequestScreenChange?.Invoke(new GameScreen(_currentLevel + 1)); } else { RequestScreenChange?.Invoke(new FinishScreen()); } }; timer.Start(); } } } else { var protoType = ContentChest.ProtoTypes[slot.Item.FileName]; successful = protoType.CreateInstance(facing); if (successful) { ContentChest.Sounds[protoType.PlaceSound].Play(); PowerUpNeighbours(facing); AddWorldObject(facing.WorldObject); } } if (!successful) { return; } slot.Remove(1); }
public CreditsScreen(ScreenManager screenManager, GameScreen screen) : base(screenManager, screen) { }
private UIPage GetPageFromScreen(GameScreen screenToOpen) { return(m_AllPages.FirstOrDefault(x => x.screen == screenToOpen)); }
void _popup_Exited(object sender, EventArgs e) { _popup = null; }
public ScriptEval(GameScreen gameScreen) { gScreen = gameScreen; }
public NullState(GameScreen screen) : base(screen) { }
public void EmptySpotsTest() { GameScreen gs = new GameScreen(); Assert.AreEqual(gs.emptySpots, 9); }
public ShootingSprite(GameScreen i_GameScreen, string i_AssetName) : base(i_AssetName, i_GameScreen) { m_SerialNumber = Guid.NewGuid().ToString(); }
public MultipleSelectionMenuItem(Game i_Game, GameScreen i_Screen, string i_ItemTitle) : base(i_Game, i_Screen, i_ItemTitle) { }
public void DrawDiagonale(GameScreen screen) { screen.ScreenManager.SpriteBatch.Draw(texture, _position, null, Color.White, rotation, new Vector2(0, 0), 1, SpriteEffects.None, 0); }
public RockCharacter(GameScreen gameScreen, LevelElements elements) : base(gameScreen, elements) { this._elements = elements; }
public Background_Ingame(GameScreen _screen, int nombre_carre) { _nombre_carre = nombre_carre; screen = _screen; Initialization(); }
public Barrier(GameScreen i_GameScreen, string i_AssetName) : base(i_AssetName, i_GameScreen) { m_CollisionServices = this.Game.Services.GetService(typeof(CollisionServices)) as CollisionServices; m_HitSound = SoundFactory.CreateSound(this.GameScreen, SoundFactory.eSoundType.BarrierHit) as Sound; }
public Background(Game i_Game, GameScreen i_Screen, string i_AssetName, int i_Opacity) : base(i_Game, i_Screen, i_AssetName) { this.Alpha = i_Opacity; this.DrawOrder = int.MinValue; }
public Bullet(Vector2 i_Position, eDirection i_Diraction, GameStructure i_Game, GameScreen i_GameScreen) : base(k_AssteName, i_Game) { this.GameScreen = i_GameScreen; m_Direction = i_Diraction; Position = i_Position; Velocity = new Vector2(0, 160); m_HitBarricadeFinishPotision = new Vector2(-1, -1); }
public LevelEditorHUD(GameScreen scrn) : base(scrn, Textures.HUDFontRegular) { AddElement(ModePanel = new LevelEditorModePanel()); AddElement(AttrPanel = new LevelEditorAttrPanel()); }
public TileMap(int width, int height, MapType type, GameScreen screen, TileMap oldMap) { this.GScreen = screen; this.Width = width; this.Height = height; this.OldMap = oldMap; // Init numEntities = 0; DeadEntities = new List <Entity>(); Map = new List <TileBlock>(); Entities = new List <Entity>(); GameObjects = new List <GameObject>(); Attacks = new List <Attack>(); HitTexts = new List <HitText>(); switch (type) { case MapType.Treasure: setBackground(GameScreen.Backgrounds[BackgroundId.Cave1]); for (int w = 0; w < width; w++) { for (int h = 0; h < height; h++) { if (h == height - 2 && w == 0) { Map.Add(TileBlock.IRON_DOOR.Clone().addEvent(TileBlockEvent.MapGoBack)); } else if (h == 0 || h == height - 1) { Map.Add(TileBlock.STONE_WALL.Clone()); } else if (w > 2 && w < width - 2 && h == height - 2 && ScreenManager.Rand.Next(width / 3) == 0) { Map.Add(TileBlock.CLOSED_CHEST.Clone()); } else { Map.Add(TileBlock.NONE.Clone()); } } } break; case MapType.Hall: default: // Hall Way setBackground(GameScreen.Backgrounds[BackgroundId.Cave1]); int specialCount = 0; for (int w = 0; w < width; w++) { for (int h = 0; h < height; h++) { if (h == height - 2 && w == width - 1) { Map.Add(TileBlock.DOOR.Clone()); addRandomEntity(w * SPRITE_SIZE, h * SPRITE_SIZE, screen); } else if (h == 0 || h == height - 1) { Map.Add(TileBlock.STONE_WALL.Clone()); } else if (w > 3 && w < width - 2 && h == height - 2 && ScreenManager.Rand.Next(25) == 0) { Map.Add(TileBlock.STONE_WALL.Clone()); } else if (w > 3 && w < width - 2 && h == height - 2 && ScreenManager.Rand.Next(25) == 0) { Map.Add(TileBlock.STONE2_WALL.Clone()); } else if (specialCount == 0 && w > 2 && h == height - 2 && ScreenManager.Rand.Next(150) == 0) { specialCount++; Map.Add(TileBlock.HPPOOL.Clone()); } else if (specialCount == 0 && w > 2 && h == height - 2 && ScreenManager.Rand.Next(200) == 0) { specialCount++; Map.Add(TileBlock.IRON_DOOR.Clone().addEvent(TileBlockEvent.NewTreasureRoom)); } else { Map.Add(TileBlock.NONE.Clone()); if (h == height - 2 && w > 4 && ScreenManager.Rand.Next(12) == 0) { addRandomEntity(w * SPRITE_SIZE, h * SPRITE_SIZE, screen); } } } } break; } }
public SeedOptionsMenuScreen(ScreenManager screenManager, GameScreen passwordMenuScreen) : base(screenManager, passwordMenuScreen) { seedSelectionScreen = screenManager.FirstOrDefault <SeedSelectionMenuScreen>(); }
protected BaseBullet(string i_GraphicPath, GameScreen i_GameScreen) : base(i_GraphicPath, i_GameScreen) { this.LeftWindowBounds += OnLeftBounds; }
public Sprite(string i_AssetName, GameScreen i_GameScreen) : this(i_AssetName, i_GameScreen, int.MaxValue) { }