public ExplosionView(Camera camera, SpriteBatch spriteBatch, Vector2 startLocation, float componentsSize, Texture2D splitterTexture, Texture2D splitterSecondTexture, Texture2D smokeTexture, Texture2D explosionTexture, Texture2D shockwaveTexture) { _camera = camera; _spriteBatch = spriteBatch; splitterSystem = new SplitterSystem(splitterTexture, splitterSecondTexture, _spriteBatch, _camera, componentsSize, startLocation); smokeSystem = new SmokeSystem(smokeTexture, componentsSize, startLocation); explosion = new Explosion2d(_spriteBatch, explosionTexture, _camera, componentsSize, startLocation); shockwave = new shockwave(_spriteBatch, shockwaveTexture, _camera, componentsSize, startLocation); }
public GameView(Texture2D spark, Texture2D smoke, Texture2D explosion, Rectangle gameWindow, Vector2 startPosition) { this.spark = spark; this.smoke = smoke; this.explosion = explosion; this.gameWindow = gameWindow; this.startPosition = startPosition; sparkSystem = new SparkSystem(startPosition); smokeSystem = new SmokeSystem(startPosition); explosionSystem = new ExplosionSystem(startPosition); }
public GameController(Texture2D spark, Texture2D smoke, Texture2D explosion, Rectangle gameWindow, Vector2 startPosition) { this.spark = spark; this.smoke = smoke; this.explosion = explosion; this.gameWindow = gameWindow; this.startPosition = startPosition; sparkSystem = new SparkSystem(startPosition); smokeSystem = new SmokeSystem(startPosition); explosionSystem = new ExplosionSystem(startPosition); }
public ApplicationView(Texture2D smokeTexture, Texture2D splitterTexture, Texture2D explosionTexture, Texture2D shockwaveTexture, Camera camera, SpriteBatch spriteBatch) { _smokeTexture = smokeTexture; _splitterTexture = splitterTexture; _explosionTexture = explosionTexture; _shockwaveTexture = shockwaveTexture; _camera = camera; _spriteBatch = spriteBatch; explosion = new Explosion(_explosionTexture, _camera); smokeSystem = new SmokeSystem(_smokeTexture, explosionPos); splitterSystem = new SplitterSystem(_splitterTexture, explosionPos); }
public GameController(Texture2D spark, Texture2D smoke, Texture2D explosion, Rectangle gameWindow, Vector2 startPosition, SpriteBatch spriteBatch, Camera camera, SoundEffect explosionSound) { this.spark = spark; this.smoke = smoke; this.explosion = explosion; this.gameWindow = gameWindow; this.startPosition = startPosition; this.spriteBatch = spriteBatch; this.camera = camera; this.explosionSound = explosionSound; sparkSystem = new SparkSystem(startPosition); smokeSystem = new SmokeSystem(startPosition); explosionSystem = new ExplosionSystem(startPosition, explosionSound); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Smoke = Content.Load<Texture2D>("particlesmokee.png"); smokesystem = new SmokeSystem(Smoke); camera = new Camera(); camera.ScaleEverything(graphics.GraphicsDevice.Viewport); graphics.PreferredBackBufferHeight = 500; graphics.PreferredBackBufferWidth = 500; graphics.ApplyChanges(); // TODO: use this.Content to load your game content here }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); spark = Content.Load <Texture2D>("spark"); smoke = Content.Load <Texture2D>("particlesmoke"); explosion = Content.Load <Texture2D>("explosion"); fireSound = Content.Load <SoundEffect>("firesound.wav"); camera = new Camera(graphics.GraphicsDevice.Viewport); Vector2 startPosition = new Vector2(0.5f, 0.5f); gameWindow = camera.GetGameWindow(); gameView = new GameController(spark, smoke, explosion, gameWindow, startPosition, spriteBatch, camera, fireSound); smokeSystem = new SmokeSystem(); // TODO: use this.Content to load your game content here }
public void Click(Vector2 mousePosition) { Vector2 logicalMousePosition = camera.convertToLogicalCoords(mousePosition.X, mousePosition.Y); if (logicalMousePosition.X <= 100f && logicalMousePosition.X >= 0f && logicalMousePosition.Y <= 100f && logicalMousePosition.Y >= 0f) { ballSimulation.setDeadBalls(logicalMousePosition.X, logicalMousePosition.Y, radius); //om jag sätter *100 här så får musen rätt position! particleSpark.Add(particleSystem = new ParticleSystem(logicalMousePosition)); smokes.Add(smokeSystem = new SmokeSystem(smoke, logicalMousePosition, camera)); //får inte denna att fungera explosions.Add(explosionManager = new ExplosionManager(spriteBatch, bangExplosion, camera, logicalMousePosition)); //foreach (Ball ball in ballSimulation.RecentlyKilledBalls) //{ // smokes.Add(new SmokeSystem(smoke, ball.position, camera)); //} } //explosionManager.PlayExplosionSound(); soundEffect.Play(); }
public ExplosionView(ContentManager content, Camera camera, SpriteBatch spriteBatch, Vector2 startLocation, float scale) { _content = content; _camera = camera; _spriteBatch = spriteBatch; splitterSecondTexture = _content.Load<Texture2D>("Spark2"); splitterTexture = _content.Load<Texture2D>("Spark3"); splitterSystem = new SplitterSystem(splitterTexture, splitterSecondTexture, _spriteBatch, _camera, scale, startLocation); smokeTexture = _content.Load<Texture2D>("Smoketest"); smokeSystem = new SmokeSystem(smokeTexture, scale, startLocation); explosionTexture = _content.Load<Texture2D>("Fixforshittyschoolcomputer"); explosion = new Explosion2d(_spriteBatch, explosionTexture, _camera, scale, startLocation); shockwaveTexture = _content.Load<Texture2D>("Shockwave2"); shockwave = new shockwave(_spriteBatch, shockwaveTexture, _camera, scale, startLocation); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); spark = Content.Load <Texture2D>("spark"); smoke = Content.Load <Texture2D>("particlesmoke"); explosion = Content.Load <Texture2D>("explosion"); //Vector2 startPosition = new Vector2(graphics.GraphicsDevice.Viewport.Bounds.Width / 2.0f, graphics.GraphicsDevice.Viewport.Bounds.Height / 2.0f); camera = new Camera(graphics.GraphicsDevice.Viewport); Vector2 startPosition = new Vector2(0.5f, 0.5f); gameWindow = camera.GetGameWindow(); gameView = new GameController(spark, smoke, explosion, gameWindow, startPosition); ss = new SmokeSystem(); gameView.Initiate(); // TODO: use this.Content to load your game content here }
Vector2 startposition = new Vector2(1f, 1f); // hela planen är just nu 100*100// så denna börjar i mitten 50*50 #endregion Fields #region Constructors //BallView ballview; public Explosion(SpriteBatch spritebatch, Texture2D Particle, Camera Camera, Texture2D Smoke, Texture2D BangExplosion, SoundEffect explosionSound, Texture2D CursorImage, BallSimulation bs) { timeElapsed = 0; //denna ska vara 0 när programmet startas //ballview = Ballview; //this.masterBallDead = masterBallDead; cursorImage = CursorImage; //cursorPos = CursorPosition; camera = Camera;//så jag kan använda kameran i klassen! spriteBatch = spritebatch; particle = Particle; bangExplosion = BangExplosion; smoke = Smoke; Width = particle.Width; // posFramesX; //delar explosionens bredd med positions framesen! Height = particle.Height; // posFramesY; soundEffect = explosionSound; particleSystem = new ParticleSystem(startposition); smokeSystem = new SmokeSystem(smoke, startposition, camera);//får inte denna att fungera explosionManager = new ExplosionManager(spriteBatch, BangExplosion, camera, startposition); ballSimulation = bs; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); camera = new Camera(graphics.GraphicsDevice.Viewport); Texture2D smokee = Content.Load <Texture2D>("particlesmokee"); Texture2D spark = Content.Load <Texture2D>("spark"); Texture2D bangExplosion = Content.Load <Texture2D>("explosion"); Texture2D masterBall = Content.Load <Texture2D>("master_ball"); Texture2D masterBallDead = Content.Load <Texture2D>("master_ball_dead2"); cursorImage = Content.Load <Texture2D>("Pointer"); SoundEffect explosionSound = Content.Load <SoundEffect>("firesound"); Vector2 startPosition = new Vector2(0.5f, 0.5f); ballSimulation = new BallSimulation(); explosion = new Explosion(spriteBatch, spark, camera, smokee, bangExplosion, explosionSound, cursorImage, ballSimulation); smokeSystem = new SmokeSystem(smokee, startPosition, camera); ballview = new BallView(graphics, ballSimulation, Content, masterBall, masterBallDead); // TODO: use this.Content to load your game content here }
//BallView ballview; public Explosion(SpriteBatch spritebatch, Texture2D Particle, Camera Camera, Texture2D Smoke, Texture2D BangExplosion, SoundEffect explosionSound, Texture2D CursorImage, BallSimulation bs) { timeElapsed = 0; //denna ska vara 0 när programmet startas //ballview = Ballview; //this.masterBallDead = masterBallDead; cursorImage = CursorImage; //cursorPos = CursorPosition; camera = Camera;//så jag kan använda kameran i klassen! spriteBatch = spritebatch; particle = Particle; bangExplosion = BangExplosion; smoke = Smoke; Width = particle.Width; // posFramesX; //delar explosionens bredd med positions framesen! Height = particle.Height; // posFramesY; soundEffect = explosionSound; particleSystem = new ParticleSystem(startposition); smokeSystem = new SmokeSystem(smoke, startposition, camera);//får inte denna att fungera explosionManager = new ExplosionManager(spriteBatch, BangExplosion, camera, startposition); ballSimulation = bs; }
public void Click(Vector2 mousePosition) { Vector2 logicalMousePosition = camera.convertToLogicalCoords(mousePosition.X, mousePosition.Y); if (logicalMousePosition.X <= 100f && logicalMousePosition.X >= 0f && logicalMousePosition.Y <= 100f && logicalMousePosition.Y >= 0f) { ballSimulation.setDeadBalls(logicalMousePosition.X, logicalMousePosition.Y, radius);//om jag sätter *100 här så får musen rätt position! particleSpark.Add(particleSystem = new ParticleSystem(logicalMousePosition)); smokes.Add(smokeSystem = new SmokeSystem(smoke, logicalMousePosition, camera));//får inte denna att fungera explosions.Add(explosionManager = new ExplosionManager(spriteBatch, bangExplosion, camera, logicalMousePosition)); //foreach (Ball ball in ballSimulation.RecentlyKilledBalls) //{ // smokes.Add(new SmokeSystem(smoke, ball.position, camera)); //} } //explosionManager.PlayExplosionSound(); soundEffect.Play(); }
public void Initiate() { sparkSystem = new SparkSystem(startPosition); smokeSystem = new SmokeSystem(startPosition); explosionSystem = new ExplosionSystem(startPosition); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); camera = new Camera(graphics.GraphicsDevice.Viewport); Texture2D smokee = Content.Load<Texture2D>("particlesmokee"); Texture2D spark = Content.Load<Texture2D>("spark"); Texture2D bangExplosion = Content.Load<Texture2D>("explosion"); Texture2D masterBall = Content.Load<Texture2D>("master_ball"); Texture2D masterBallDead = Content.Load<Texture2D>("master_ball_dead2"); cursorImage = Content.Load<Texture2D>("Pointer"); SoundEffect explosionSound = Content.Load<SoundEffect>("firesound"); Vector2 startPosition = new Vector2(0.5f, 0.5f); ballSimulation = new BallSimulation(); explosion = new Explosion(spriteBatch, spark, camera, smokee, bangExplosion, explosionSound, cursorImage, ballSimulation); smokeSystem = new SmokeSystem(smokee, startPosition, camera); ballview = new BallView(graphics, ballSimulation, Content, masterBall, masterBallDead); // TODO: use this.Content to load your game content here }
public void createExplosion() { explosion = new Explosion(_explosionTexture, _camera); smokeSystem = new SmokeSystem(_smokeTexture, explosionPos); splitterSystem = new SplitterSystem(_splitterTexture, explosionPos); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); spark = Content.Load<Texture2D>("spark"); smoke = Content.Load<Texture2D>("particlesmoke"); explosion = Content.Load<Texture2D>("explosion"); //Vector2 startPosition = new Vector2(graphics.GraphicsDevice.Viewport.Bounds.Width / 2.0f, graphics.GraphicsDevice.Viewport.Bounds.Height / 2.0f); camera = new Camera(graphics.GraphicsDevice.Viewport); Vector2 startPosition = new Vector2(0.5f, 0.5f); gameWindow = camera.GetGameWindow(); gameView = new GameView(spark, smoke, explosion, gameWindow, startPosition); ss = new SmokeSystem(); gameView.Initiate(); // TODO: use this.Content to load your game content here }