internal CloudObject(GameHost game, Texture2D texture) : base(game, Vector2.Zero, texture) { _game = game; PositionY = _game.GraphicsDevice.Viewport.Bounds.Height / 5.0f; PositionX = GameHelper.RandomNext(0, _game.GraphicsDevice.Viewport.Bounds.Width); }
public SpriteObject(GameHost game) : base(game) { ScaleX = 1; ScaleY = 1; SpriteColor = Color.White; }
//------------------------------------------------------------------------------------- // Class constructors public MatrixCameraObject(GameHost game) : base(game) { // Set default chase parameters ChaseDistance = 1; ChaseElevation = 0.1f; }
public MatrixParticleObjectBase(GameHost game, Texture2D texture, Vector3 position, Vector3 scale) : this(game) { ObjectTexture = texture; Position = position; Scale = scale; }
public MatrixModelObject(GameHost game, Vector3 position, Model model) : this(game) { // Store the provided parameter values Position = position; ObjectModel = model; }
//------------------------------------------------------------------------------------- // Class constructors public SpriteObject(GameHost game) : base(game) { // Set the default scale and color ScaleX = 1; ScaleY = 1; SpriteColor = Color.White; }
/// <summary> /// Class constructor /// </summary> /// <param name="game">The GameHost object that owns this game mode</param> public GameModeBase(GameHost game) { // Store a reference to the game Game = game; // Create the list of game objects for this class GameObjects = new List<GameObjectBase>(); }
internal OceanObject(GameHost game, Texture2D texture) : base(game, Vector2.Zero, texture) { _game = game; OriginY = texture.Height; PositionY = _game.GraphicsDevice.Viewport.Bounds.Height; ScaleX = _game.GraphicsDevice.Viewport.Bounds.Width * 1.0f / texture.Width; ScaleY = 1.0f; }
//------------------------------------------------------------------------------------- // Class constructors public SpriteObject(GameHost game) : base(game) { // Set the default scale and color ScaleX = 1; ScaleY = 1; SpriteColor = Color.White; AutoHitTestMode = AutoHitTestModes.Rectangle; }
//------------------------------------------------------------------------------------- // Class constructor /// <summary> /// Class constructor. Scope is internal so external code cannot create instances. /// </summary> internal HighScores(GameHost game) { // Store the game reference _game = game; // Set default property values FileName = "Scores.dat"; // Initialize the highscore tables Clear(); }
public RockObject(GameHost game, Texture2D texture, float speed, float lastRockX) : base(game, Vector2.Zero, texture) { _game = game; _speed = speed; _lastRockX = lastRockX; IsRockMove = true; Origin = new Vector2(texture.Width / 2, 0); Position = new Vector2(_lastRockX, _game.GraphicsDevice.Viewport.Bounds.Height - this.BoundingBox.Height); }
//------------------------------------------------------------------------------------- // Class constructors public MatrixObjectBase(GameHost game) : base(game) { // Set the default object properties Transformation = Matrix.Identity; Scale = Vector3.One; ObjectColor = Color.White; SpecularColor = Color.Black; SpecularPower = 1; EmissiveColor = Color.Black; EnvironmentMapAmount = 1; EnvironmentMapSpecular = Color.Black; FresnelFactor = 0; }
//------------------------------------------------------------------------------------- // Constructors public SettingsItemObject(GameHost game, SpriteFont font, Vector2 position, float scale, string name, string title, string defaultValue, string[] values) : base(game) { // Set object properties Position = position; Scale = new Vector2(scale); Font = font; Name = name; Title = title; Values = values; _valueIndex = GetValueIndex(SettingsManager.GetValue(name, defaultValue)); // Set the text for the option item SetText(); }
//------------------------------------------------------------------------------------- // Class constructors public MatrixSkyboxObject(GameHost game, Texture2D texture, Vector3 position, Vector3 scale) : base(game) { // Have we already built the cube vertex array in a previous instance? if (_vertices == null) { // No, so build them now BuildVertices(); // Create a vertex buffer _vertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionColorTexture), _vertices.Length, BufferUsage.WriteOnly); _vertexBuffer.SetData(_vertices); } // Set other object properties ObjectTexture = texture; Position = position; Scale = scale; }
public TextObject(GameHost game, SpriteFont font, Vector2 position, String text) : this(game, font, position) { Text = text; }
//------------------------------------------------------------------------------------- // Class constructors public BenchmarkObject(GameHost game, SpriteFont font, Vector2 position, Color textColor) : base(game, font, position) { SpriteColor = textColor; }
public TextObject(GameHost game, SpriteFont font, Vector2 position, String text, TextAlignment horizontalAlignment, TextAlignment verticalAlignment) : this(game, font, position, text) { HorizontalAlignment = horizontalAlignment; VerticalAlignment = verticalAlignment; }
//------------------------------------------------------------------------------------- // Class constructors /// <summary> /// Constructor for the object /// </summary> /// <param name="game">A reference to the MonoGame Game class inside which the object resides</param> public GameObjectBase(GameHost game) { // Store a reference to the game Game = game; }
public TextObject(GameHost game, SpriteFont font, Vector2 position) : this(game, font) { PositionX = position.X; PositionY = position.Y; }
/// <summary> /// Virtual method which the game may override if it needs to respond to the game window resizing /// </summary> /// <param name="windowState">The new window state</param> /// <param name="newSize">A Vector2 structure containing the new window size</param> /// <param name="oldSize">A Vector2 structure containing the previous window size</param> protected internal virtual void Resize(GameHost.WindowStates windowState, Vector2 newSize, Vector2 oldSize) { // Nothing to do by default }
internal BallObject(GameHost game, Texture2D texture) : base(game, Vector2.Zero, texture) { _game = game; Reset(); }
public GameObjectBase(GameHost game) { gameHost = game; }
//------------------------------------------------------------------------------------- // Class constructors public MatrixModelObject(GameHost game) : base(game) { }
public SpriteObject(GameHost game, Vector2 position) : this(game) { // Store the provided position Position = position; }
public SpriteObject(GameHost game, Vector2 position, Texture2D texture) : this(game, position) { // Store the provided texture SpriteTexture = texture; }
public MatrixObjectBase(GameHost game, Vector3 position) : this(game) { // Store the provided position Position = position; }
public SpriteObject(GameHost game, Vector2 position) : this(game) { Position = position; }
public MatrixObjectBase(GameHost game, Vector3 position, Texture2D texture) : this(game, position) { // Store the provided texture ObjectTexture = texture; }
public SpriteObject(GameHost game, Vector2 position, Texture2D texture) : this(game, position) { SpriteTexture = texture; }
public TextObject(GameHost game, SpriteFont font) : this(game) { Font = font; }
public TextObject(GameHost game, SpriteFont font, Vector2 position) : this(game, font) { Position = position; }