public Field(Game game, int Level, Difficulty difficulty) : base(game) { therand = new Random(); // Good enough randomization for now? m_difficulty = difficulty; RandomField(); m_below_field = new BlockColour[6, 2]; for (int x = 0; x < 6; x++) { m_below_field[x, 0] = m_field[x, 0].Colour; } MakeBelowRow(); MakeBelowRow(); m_lift_phase = 0; m_cruiser_pos = new Point(2, 5); m_state = GameState.Main; m_counter = 60; m_level = Level; m_score = 0; m_fast_lifting = false; m_chain_length = 1; CalcLiftSpeed(); CalcFlashFrames(); }
public TextureAtlas Build(Game game) { Bitmap b; List<TextureInfo> elements; InnerBuild(out b, out elements); return new TextureAtlas(b, game, elements); }
public TextureAtlas(Bitmap data, Game game, List<TextureInfo> elements) : base(data, game) { m_elements = new Dictionary<string, TextureInfo>(); foreach (TextureInfo i in elements) { m_elements.Add(i.Name, i); } }
public TestEndlessMode(Game game) : base(game) { zoom = game.Window.Height / 960.0f; }
public GameComponent(Game game) { m_game = game; }
public GameMode(Game game) { m_game = game; }
public Texture2D(String filename, Game game) : this(filename, game.Context, game.Window.WindowInfo) { }
public Texture2D(Stream data, Game game) : this(data, game.Context, game.Window.WindowInfo) { }
public Texture2D(Bitmap data, Game game) : this(data, game.Context, game.Window.WindowInfo) { }
public AtlasBuilder(Game game) { Init(); Game = game; }
public TestMode(Game game) : base(game) { }
public SpriteCollection(Game game) : this(game.Context) { }