/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public CharacterSelection(Game1 parent,GraphicsDevice device) { this.numOfPlayers = numOfPlayers; combatants = new LinkedList<CharacterInfo>(); this.parent = parent; //set up the back wall for the vertex buffer Shader.Vertex[] vertices = new Shader.Vertex[4]; float xWidth = 32, yWidth = 5, zWidth = 32, wallYDensity = 1, wallXDensity = 5; //set up the data for the back wall vertices[0] = new Shader.Vertex(new Vector3(-xWidth, yWidth, zWidth), new Vector2(0, 0), new Vector3(0, 1, 0)); vertices[1] = new Shader.Vertex(new Vector3(-xWidth, 0, zWidth), new Vector2(0, wallYDensity), new Vector3(0, 1, 0)); vertices[2] = new Shader.Vertex(new Vector3(xWidth, yWidth, zWidth), new Vector2(wallXDensity, 0), new Vector3(0, 1, 0)); vertices[3] = new Shader.Vertex(new Vector3(xWidth, 0, zWidth), new Vector2(wallXDensity, wallYDensity), new Vector3(0, 1, 0)); buffer = new VertexBuffer(device, Shader.Vertex.VertexDeclaration, 4, BufferUsage.WriteOnly); buffer.SetData(vertices); //set up the camera and world matrices view = Matrix.CreateLookAt(new Vector3(0, 0,30), new Vector3(0, 0, 0), Vector3.UnitY); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 1000); world1 = Matrix.CreateScale(0.1f)*Matrix.CreateRotationX(-MathHelper.PiOver4)* Matrix.CreateTranslation(new Vector3(0, 0, 10)); world2 = Matrix.CreateScale(0.1f) * Matrix.CreateRotationX(-MathHelper.PiOver4) * Matrix.CreateTranslation(new Vector3(-5, 0, 5)); world3 = Matrix.CreateScale(0.1f) * Matrix.CreateRotationX(-MathHelper.PiOver4) * Matrix.CreateTranslation(new Vector3(5, 0, 5)); selectedCombatants = new List<string>(); timer = inputDelay; }
public PlayerSelector(ContentManager content,Game1 parent) { this.parent = parent; left = content.Load<Texture2D>("Left"); right = content.Load<Texture2D>("Right"); Texture2D go, exit; go = content.Load<Texture2D>("Start"); exit = content.Load <Texture2D>("Exit"); menu = new Menu(4, new Rectangle(parent.ScreenWidth / 2 - (go.Width / 2), parent.ScreenHeight / 2, go.Width, go.Height), go, exit); font = content.Load<SpriteFont>("Font"); timer = InputDelay; numOfPlayers = MinNumOfPlayers; }
public Combatant(Game1 parent,Room room) : base() { leftFist = new AABB(0, 0, 0, 0.5f, 0.5f, 0.5f); rightFist = new AABB(0,0,0, 0.5f, 0.5f, 0.5f); hp = 100; drunkBuffer = 0; this.parent = parent; punch1 = parent.Content.Load<SoundEffect>("punch1").CreateInstance(); punch2 = parent.Content.Load<SoundEffect>("punch2").CreateInstance(); punch3 = parent.Content.Load<SoundEffect>("punch3").CreateInstance(); punch4 = parent.Content.Load<SoundEffect>("punch4").CreateInstance(); punch1.IsLooped = punch2.IsLooped = punch3.IsLooped = punch4.IsLooped = false; disconnected = -1; Combatant.room = room; }
public Options(ContentManager content,Game1 parent) { this.parent = parent; Texture2D AA,resolution,rumble,sfx,music; AA = content.Load<Texture2D>("antialiasing"); resolution = content.Load<Texture2D>("resolution"); rumble = content.Load<Texture2D>("rumble"); sfx = content.Load<Texture2D>("soundfx"); music = content.Load<Texture2D>("music"); x = parent.ScreenWidth / 2 - (AA.Width / 2); y = parent.ScreenHeight / 2 - ((4 + AA.Height * 5) / 2); width = AA.Width; height = AA.Height; menu = new Menu(4, new Rectangle(x, y, width, height), AA, resolution, rumble, sfx, music); settings = new Settings(); settings.AA = true; settings.height = screenResos[0][1]; settings.width = screenResos[0][0]; }
public LevelSelection(Game1 parent) { levelData = new LinkedList<LevelData>(); this.parent = parent; }
public Room(GraphicsDevice device, Game1 parent) { //init model keys models = new Dictionary<string, BFModel>(); //init music music = null; //init view and projection matrixes view = Matrix.CreateLookAt(new Vector3(0, 5, 5), Vector3.Zero, Vector3.UnitY); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 1000); //init the light lightPos = new Vector3(); //set up parts list parts = new List<RefModel>(); combatants = new List<Combatant>(); hud = new HUD(parent.Content,parent.ScreenWidth,parent.ScreenHeight); drinks = new List<DrinkSpawner>(); font = parent.Content.Load<SpriteFont>("Font"); this.parent = parent; }
public Controls(ContentManager content,Game1 parent) { controls = content.Load<Texture2D>("controller"); font = content.Load<SpriteFont>("Font"); this.parent = parent; }
public Credits(ContentManager content,Game1 parent) { font = content.Load<SpriteFont>("Font"); this.parent = parent; credits = content.Load<Texture2D>("creditsImage"); }