public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 900; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 900; graphics.ApplyChanges(); camera = new Camera(); }
public Explosion(Texture2D explosionTexture, Camera camera) { _explosionTexture = explosionTexture; _camera = camera; timeElapsed = 0; frameWidth = _explosionTexture.Width / numFramesX; frameHeight = _explosionTexture.Height / numFramesY; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here smokeTexture = Content.Load<Texture2D>("particlesmoke.png"); splitterTexture = Content.Load<Texture2D>("spark.png"); explosionTexture = Content.Load<Texture2D>("explosion.png"); shockwaveTexture = Content.Load<Texture2D>("Shockwave.png"); camera = new Camera(graphics.GraphicsDevice.Viewport); applicationView = new ApplicationView(smokeTexture, splitterTexture, explosionTexture, shockwaveTexture, camera, spriteBatch); }
public SplitterSystem(Texture2D spark, Texture2D secondSpark, SpriteBatch spriteBatch, Camera camera, float scale, Vector2 startLocation) { int i = 0; while(particles.Count < maxParticles) { if (i % 2 == 0) { particles.Add(new SplitterParticle(spark, rand, spriteBatch, camera, scale, startLocation, particlesLifeTime)); } else { particles.Add(new SplitterParticle(secondSpark, rand, spriteBatch, camera, scale, startLocation, particlesLifeTime)); } i++; } }
public ExplosionView(ContentManager content, Camera camera, SpriteBatch spriteBatch, Vector2 startLocation, float scale) { _content = content; _camera = camera; _spriteBatch = spriteBatch; splitterSecondTexture = _content.Load<Texture2D>("Spark2"); splitterTexture = _content.Load<Texture2D>("Spark3"); splitterSystem = new SplitterSystem(splitterTexture, splitterSecondTexture, _spriteBatch, _camera, scale, startLocation); smokeTexture = _content.Load<Texture2D>("Smoketest"); smokeSystem = new SmokeSystem(smokeTexture, scale, startLocation); explosionTexture = _content.Load<Texture2D>("Fixforshittyschoolcomputer"); explosion = new Explosion2d(_spriteBatch, explosionTexture, _camera, scale, startLocation); shockwaveTexture = _content.Load<Texture2D>("Shockwave2"); shockwave = new shockwave(_spriteBatch, shockwaveTexture, _camera, scale, startLocation); }