public CameralWall(Camera cam, GraphicsDevice gd, CamSide side) { this.cam = cam; this.side = side; rightOffset = gd.Viewport.Width; boundingBox = new Rectangle(0, 0, 0, gd.Viewport.Height); }
public Spawner(EnemyManager em, Vector2 position, Camera cam, Texture2D tex) { enemyManager = em; count = rand.Next(350)+50; this.cam = cam; texture = tex; boundingBox = new Rectangle((int)position.X, (int)position.Y, texture.Width,texture.Height); }
public WallManager(Camera cam, GraphicsDevice gd) { walls.Add(new Wall(0, -10, Game1.width, 15)); walls.Add(new Wall(0, 475, Game1.width, 5)); walls.Add(new Wall(0, 0, 5, 480)); walls.Add(new Wall(Game1.width-5, 0, 5, 480)); walls.Add(new Wall(440, 200, 80, 25)); camWalls.Add(new CameralWall(cam, gd, CamSide.left)); camWalls.Add(new CameralWall(cam, gd, CamSide.right)); }
public PlayerManager(ContentManager Content, BulletManager bm, Camera cam, int numPlayers) { players = new Dictionary<PlayerIndex, Player>(); if (GamePad.GetState(PlayerIndex.One).IsConnected && numPlayers > 0) { players.Add(PlayerIndex.One, new Player(PlayerIndex.One, Content, bm, players, new Vector2(100, 100))); } if (GamePad.GetState(PlayerIndex.Two).IsConnected && numPlayers > 1) { players.Add(PlayerIndex.Two, new Player(PlayerIndex.Two, Content, bm, players, new Vector2(100, 200))); } if (GamePad.GetState(PlayerIndex.Three).IsConnected && numPlayers > 2) { players.Add(PlayerIndex.Three, new Player(PlayerIndex.Three, Content, bm, players, new Vector2(200, 100))); } if (GamePad.GetState(PlayerIndex.Four).IsConnected && numPlayers > 3) { players.Add(PlayerIndex.Four, new Player(PlayerIndex.Four, Content, bm, players, new Vector2(200, 200))); } camera = cam; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here cam = new Camera(GraphicsDevice.Viewport.Width / 2, Game1.width - (GraphicsDevice.Viewport.Width / 2)); cam.Pos = new Vector2(0, GraphicsDevice.Viewport.Height / 2); base.Initialize(); }
public UI(Dictionary<PlayerIndex, Player> p, Camera cam) { players = p; camera = cam; }