public PatternStars(Pattern pattern, GameplayScreen game, double timeToAppear) { stars = new List<Star>(); this.game = game; this.pattern = pattern; this.timeAppeared = 0.0; this.timeToAppear = timeToAppear; this.mAlphaValue = 255; this.alphaValueIncrementPerSecond = (int)((2 * 255) / this.timeToAppear); InitiatePattern(); }
public Star(Texture2D starTexture, Vector2 vecPosition, GameplayScreen game) { this.starTexture = starTexture; this.vecPosition = vecPosition; this.vecDimensions = new Vector2(50, 50); this.game = game; this.fIsDrawing = true; this.timeToAppear = 5.0; this.timeAppeared = 0.0; this.hasAchieved = false; CalculateScale(); }
public BonusObject(Texture2D texture2D, GameplayScreen game, Vector2 dimensions, double timeToAppear) { this.texture2d = texture2D; this.game = game; this.dimensions = dimensions; //CalculateScale(); this.noOfTimesDrawn = 0; this.noOfTimesAchieved = 0; this.lastAchievedScore = -1; this.lastDrawnScore = -1; this.lastDrawnTime = -1; this.timeToAppear = timeToAppear; }
public static void RenderPatternStars(SpriteBatch spriteBatch, GameTime gameTime, GameplayScreen game) { if (currentPatternStars == null && gameTime.TotalGameTime.TotalSeconds > game.stats.gameStartTime + 1.0) { //lastShownGameTime = gameTime.TotalGameTime.TotalSeconds; currentPatternStars = new PatternStars(IntToPattern(currentPatternInteger), game, 5.0); currentPatternInteger = (currentPatternInteger + 1) % (int)(Pattern.lastPattern); } if (currentPatternStars != null) { currentPatternStars.draw(spriteBatch); } }
public Football(GameplayScreen game, Vector2 startPosition, Vector2 startSpeed, float radius, Stats stats) { this.game = game; position = startPosition; speed = startSpeed; acceleration = gravityAcceleration; this.radius = radius; this.stats = stats; maxDistance = 2.4f * radius; this.bonusObjectsInEffect = new List<BonusObject>(); this.isBallSmallerChange = false; this.timeBallSmallerChange = 0.0; this.isWindInEffect = false; this.timeWindInEffect = 0.0; //CalculateScale(); this.inTouchWithWall = true; }
public static void RenderBonusObjects(GameplayScreen game, SpriteBatch spriteBatch, GameTime gameTime) { if (currentDrawnBonusObjects.Count() == 0) { List<BonusObject> totalBonusObjects = game.bonusObjects; // go through the list of bonus objects and form a list // of objects you can actually render List<BonusObject> canRenderBonusObjects = new List<BonusObject>(); foreach (BonusObject bo in totalBonusObjects) { if (bo.CanDraw()) { canRenderBonusObjects.Add(bo); } } // go through the list of canRender objects and choose something // to draw if (canRenderBonusObjects.Count > 0) { // start drawing the bonus object BonusObject toDrawBonusObject = canRenderBonusObjects.ElementAt(0); Vector2 positionToDrawbo = toDrawBonusObject.GetPositionToDraw(); toDrawBonusObject.StartDrawing(positionToDrawbo, gameTime); if (!currentDrawnBonusObjects.Contains(toDrawBonusObject)) { currentDrawnBonusObjects.Add(toDrawBonusObject); countOfBonusObject++; } } } foreach (BonusObject bo in currentDrawnBonusObjects) { bo.Draw(spriteBatch); } }
public RingBonusObject(GameplayScreen game, Vector2 scale, double timeToAppear) : base(ringTexture, game, scale, timeToAppear) { }
public static void UpdateBonusObjects(GameplayScreen game, GameTime gameTime) { // go throught the list of currrent drawn objects, // and check to see if they are achieved. // if they are, then cancel drawing on them, and apply the change // if they are not, then just update them List<BonusObject> bonusObjectsToCancelDrawing = new List<BonusObject>(); foreach (BonusObject bo in currentDrawnBonusObjects) { if (bo.isAchieving(game.football)) { bo.makeChange(game.football, gameTime); bonusObjectsToCancelDrawing.Add(bo); bo.CancelDrawing(); } else if (!bo.Update(gameTime)) { // if it returns false, we need to cancel drawing too bonusObjectsToCancelDrawing.Add(bo); bo.CancelDrawing(); } } foreach (BonusObject bo in bonusObjectsToCancelDrawing) { if (currentDrawnBonusObjects.Contains(bo)) { currentDrawnBonusObjects.Remove(bo); } } }
public static void ResetAllBonusObjects(GameplayScreen game) { foreach (BonusObject bo in game.bonusObjects) { bo.ResetStats(); } }
public WindBonusObject(GameplayScreen game, Vector2 scale, double timeToAppear) : base(windTexture, game, scale, timeToAppear) { }
public SmallBallBonusObject(GameplayScreen game, Vector2 scale, double timeToAppear) : base(Football.ballTexture, game, scale, timeToAppear) { }