public MenuItem(Game game, string i_Title, Vector2 i_Position, Color i_ActiveColor, Color i_InactiveColor) : base(game) { m_Information = new TextInformationDispaly(game, i_Title, string.Empty, i_InactiveColor); m_Information.Position = i_Position; m_ActiveColor = i_ActiveColor; m_InactiveColor = i_InactiveColor; Selected = false; }
public PlayScreen(Game i_Game) : base(i_Game) { if (Game.Services.GetService <ICollisionsManager>() != null) { Game.Services.RemoveService(typeof(ICollisionsManager)); } m_GameSettings = Game.Services.GetService <GameSettings>(); new CollisionsManager(i_Game); m_Background = new Sprite(@"Sprites\BG_Space01_1024x768", i_Game); MotherShip motherShip = new MotherShip(i_Game); motherShip.NotifyDead += addScore; Add(motherShip); m_Player1Score = new TextInformationDispaly(i_Game, "P1 Score: ", "0", Color.RoyalBlue); m_Player1Lives = new LineOfSprites(i_Game, @"Sprites\Ship01_32x32", 3, new Color(Color.White, 0.5f), new Vector2(0.5f)); Add(m_Player1Score); Add(m_Player1Lives); m_Player1 = new PlayerSpaceship(@"Sprites\Ship01_32x32", i_Game, Keys.H, Keys.K, Keys.U, true); m_Player1.LivesChanged += m_Player1Lives.ChangeNumOfSprites; m_Player1.NotifyDead += decreaseOnePlayer; m_Player1.ScoreChanged += m_Player1Score.UpdateInformation; Add(m_Player1); m_NumOfAlivePlayers = m_GameSettings.NumOfPlayers; if (m_NumOfAlivePlayers == 2) { m_Player2Score = new TextInformationDispaly(i_Game, "P2 Score: ", "0", Color.Green); m_Player2Lives = new LineOfSprites(i_Game, @"Sprites\Ship02_32x32", 3, new Color(Color.White, 0.5f), new Vector2(0.5f)); Add(m_Player2Score); Add(m_Player2Lives); m_Player2 = new PlayerSpaceship(@"Sprites\Ship02_32x32", i_Game, Keys.A, Keys.D, Keys.W, false); m_Player2.LivesChanged += m_Player2Lives.ChangeNumOfSprites; m_Player2.NotifyDead += decreaseOnePlayer; m_Player2.ScoreChanged += m_Player2Score.UpdateInformation; Add(m_Player2); } m_Barriers = new Barrier[k_NumOfBarriers]; for (int i = 0; i < k_NumOfBarriers; i++) { m_Barriers[i] = new Barrier(i_Game); Add(m_Barriers[i]); } m_Enemies = new EnemiesFormation(i_Game, addScore, endGame, levelUp); Add(m_Enemies); }