public target(DuckSlaughterGame enclosingGame, Vector2 location, Vector2 speed, int type, int color) { this.enclosingGame = enclosingGame; this.location = location; this.speed = speed; this.type = type; this.color = color; this.isShot = false; this.wasShot = false; }
public target(DuckSlaughterGame enclosingGame, Vector2 location, Vector2 speed, int type, int color) { this.enclosingGame = enclosingGame; this.location = location; this.speed = speed; this.type = type; this.color = color; this.isShot = false; this.wasShot = false; }
/* * Constructor takes in enclosingGame and a Vector2 location which is where it should start on the screen and a speed * also takes in an int type and int color which will set what type of duck it is */ public duck(DuckSlaughterGame enclosingGame, Vector2 location, Vector2 speed, int type, int color) { this.enclosingGame = enclosingGame; this.location = location; this.speed = speed; this.type = type; this.color = color; this.isShot = false; this.wasShot = false; this.spriteHeight = spriteHeight = 200; this.spriteWidth = spriteWidth = 248; this.interval = 50f; spriteDuck = enclosingGame.contentManager.Load<Texture2D>("duckSpriteSheetv2"); points = 5; }
/* * Constructor takes in enclosingGame and a Vector2 location which is where it should start on the screen and a speed * also takes in an int type and int color which will set what type of duck it is */ public duck(DuckSlaughterGame enclosingGame, Vector2 location, Vector2 speed, int type, int color) { this.enclosingGame = enclosingGame; this.location = location; this.speed = speed; this.type = type; this.color = color; this.isShot = false; this.wasShot = false; this.spriteHeight = spriteHeight = 200; this.spriteWidth = spriteWidth = 248; this.interval = 50f; spriteDuck = enclosingGame.contentManager.Load <Texture2D>("duckSpriteSheetv2"); points = 5; }
/* * Constructor takes in enclosingGame and a Vector2 location which is where it should start on the screen and a speed * also takes in an int type and int color which will set what type of duck it is */ public HugeDuck(DuckSlaughterGame enclosingGame, Vector2 location) { this.enclosingGame = enclosingGame; this.location = location; this.type = type; this.color = color; this.isShot = false; this.wasShot = false; this.mouthOpen = false; this.interval = 75; this.spriteHeight = spriteHeight = 400; this.spriteWidth = spriteWidth = 505; godDuck = enclosingGame.contentManager.Load <Texture2D>("duckGodSpriteSheet"); //do spaceDuck sprite points = 300; pointsCounted = false; }
/* * Constructor takes in enclosingGame and a Vector2 location which is where it should start on the screen and a speed * also takes in an int type and int color which will set what type of duck it is */ public HugeDuck(DuckSlaughterGame enclosingGame, Vector2 location) { this.enclosingGame = enclosingGame; this.location = location; this.type = type; this.color = color; this.isShot = false; this.wasShot = false; this.mouthOpen = false; this.interval = 75; this.spriteHeight = spriteHeight = 400; this.spriteWidth = spriteWidth = 505; godDuck = enclosingGame.contentManager.Load<Texture2D>("duckGodSpriteSheet"); //do spaceDuck sprite points = 300; pointsCounted = false; }
/* * Constructor takes in enclosingGame and a Vector2 location which is where it should start on the screen and a speed * also takes in an int type and int color which will set what type of duck it is */ public spaceDuck(DuckSlaughterGame enclosingGame, Vector2 location, Vector2 speed, int type) { this.enclosingGame = enclosingGame; this.location = location; this.speed = speed; this.type = type; this.isShot = false; this.wasShot = false; this.up = true; this.frame_up = 100000; this.frame_up = 100000; this.spriteHeight = spriteHeight = 400; this.spriteWidth = spriteWidth = 505; this.frozenHasntBeenSet = true; //LoadContent(enclosingGame.contentManager); spriteDuckAstronaut = enclosingGame.contentManager.Load<Texture2D>("duckAstronautSpriteSheet"); //do spaceDuck sprite points = 10; //pointsCounted = false; }
/* * Constructor takes in enclosingGame and a Vector2 location which is where it should start on the screen and a speed * also takes in an int type and int color which will set what type of duck it is */ public spaceDuck(DuckSlaughterGame enclosingGame, Vector2 location, Vector2 speed, int type) { this.enclosingGame = enclosingGame; this.location = location; this.speed = speed; this.type = type; this.isShot = false; this.wasShot = false; this.up = true; this.frame_up = 100000; this.frame_up = 100000; this.spriteHeight = spriteHeight = 400; this.spriteWidth = spriteWidth = 505; this.frozenHasntBeenSet = true; //LoadContent(enclosingGame.contentManager); spriteDuckAstronaut = enclosingGame.contentManager.Load <Texture2D>("duckAstronautSpriteSheet"); //do spaceDuck sprite points = 10; //pointsCounted = false; }
void restart() { youLoseSound.Play(); deterministicGame.currentLevel.gameRestart = false; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; graphics.ApplyChanges(); musicControl.Restart(); // Make the game object. The game is currently called 'DuckSlaughterGame' deterministicGame = new DuckSlaughterGame(); deterministicGame.ResetGame(playerIdentifiers, playerIdentifiers[0]); deterministicGame.LoadContent(Content); deterministicGame.Initialize(); // Debugging setup lastPressedKeys = new List<Keys>(); activePlayer = playerIdentifiers[0]; paused = false; gameStarted = false; //Added isHost = false; chatText = ""; reader.Close(); writer.Close(); networkSession.Dispose(); networkSession = null; reader = new PacketReader(); writer = new PacketWriter(); chatlines = 0; isChatting = false; mouseChange = false; buttonPressed = false; others = new player[4]; update = true; gameStarted = false; inMenu = true; startS.Show(); helpS.Hide(); activeS = startS; releasedKeys = new List<Keys>(); }
// Constructor public Game06() { musicControl = new MusicControl(); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Make the game object. The game is currently called 'DuckSlaughterGame'. deterministicGame = new DuckSlaughterGame(); // Debugging setup lastPressedKeys = new List<Keys>(); activePlayer = playerIdentifiers[0]; paused = false; gameStarted = false; //Added Components.Add(new GamerServicesComponent(this)); isHost = false; chatText = ""; reader = new PacketReader(); writer = new PacketWriter(); chatlines = 0; isChatting = false; mouseChange = false; buttonPressed = false; others = new player[4]; update = true; inMenu = true; releasedKeys = new List<Keys>(); }