public HopText(GameBase game) : base(game) { SpeedX = (random.NextDouble() * 2 - 1) * 2; SpeedY = -random.NextDouble() * 3; Gravity = 0.05; Alpha = 0.8; }
public ItemBoard(GameBase game) : base(game) { texture = Game.Content.Load<Texture2D>(@"itemboard"); frameAnimation = new FrameAnimation(texture, frameWidth, frameHeight, 400); HitCount = 0; }
public Passer(GameBase game) : base(game) { X = 0; Y = 0; Width = 64; Height = 64; Speed = 1; }
public ItemBox(GameBase game) : base(game) { bounds = new Rectangle( 0, 0, (int)(32), (int)(32)); }
public GameLogic Generate(GameBase game, Scene scene, double textureScale) { var args = new object[] { game, scene, textureScale }; var sum = 0; foreach (var specialInfo in infos) { sum += specialInfo.weight; } var threshold = sum * random.NextDouble(); foreach (var specialInfo in infos) { threshold -= specialInfo.weight; if (threshold <= 0) { return CreateGameLogic(specialInfo, args); } } return CreateGameLogic(infos[0], args); }
public Splash( GameBase game, Vector2 center, int size, Color color, double delay, double span, double period, int count) : base(game) { this.game = game; this.center = center; this.size = size; this.delay = delay; this.span = span; this.period = period; this.count = count; EasingFunction = p => (1 - Math.Cos(p * Math.PI)) / 2; Initialize(game, center, size, color); // create render target bufferTexture = new RenderTarget2D( game.GraphicsDevice, size, size, false, game.GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); }
public ShowerSpecial(GameBase game, GameScene scene, double textureScale) : base(game, scene, textureScale) { }
public BlackoutSwitchScene(GameBase game, Scene next) : base(game) { this.next = next; elapsed = 0; }
public GameScene(GameBase game) : base(game) { }
public Player(GameBase game) : base(game) { }
public Indicator(GameBase game) : base(game) { }
public CountdownScene(GameBase game) : base(game) { }
public BiforkSpecial(GameBase game, GameScene scene, double textureScale) : base(game, scene, textureScale) { }
public TimeupScene(GameBase game) : base(game) { }
public Egg(GameBase game) : base(game) { }
public Couple(GameBase game) : base(game) { texture = Game.Content.Load<Texture2D>(@"couple1"); frameAnimation = new FrameAnimation(texture, frameWidth, frameHeight, 400); }
public TitleScene(GameBase game) : base(game) { }
public ChildComponent(GameBase game) { Game = game; }
public GameLogic(GameBase game, GameScene scene, double textureScale) { this.game = game; this.scene = scene; this.textureScale = textureScale; }
public SpecialLaunchScene(GameBase game, ItemBoard itemBoard) : base(game) { this.itemBoard = itemBoard; }
public Basin(GameBase game) : base(game) { }
public Dirt(GameBase game) : base(game) { }
public ChristmasSpecial(GameBase game, GameScene scene, double textureScale) : base(game, scene, textureScale) { }
public Waterdrop(GameBase game) : base(game) { }
public ResultScene(GameBase game) : base(game) { }
public PressureSpecial(GameBase game, GameScene scene, double textureScale) : base(game, scene, textureScale) { }
public Scene(GameBase game) : base((Game)game) { game.ClientSizeChanged += (sender, e) => LayoutComponents(); }
public ByciclePasser(GameBase game) : base(game) { texture = Game.Content.Load<Texture2D>(@"passer"); frameAnimation = new FrameAnimation(texture, frameWidth, frameHeight, 400); }
public PressableComponent(GameBase game) : base(game) { }