/// <summary> /// Constructor for the GPE /// </summary> /// <param name="a_world">World for the GPE to exist in</param> /// <param name="a_gameState">gamestate to manage the gravity of</param> /// <param name="a_texture">texture for the gravity bar</param> /// <param name="a_camera">camera that provides the viewport to draw in</param> /// <param name="a_player">player that handles the gravity bar</param> public GPE(World a_world, GameState a_gameState, Texture2D a_texture, Camera a_camera, Player a_player) { m_camera = a_camera; m_gameState = a_gameState; m_bar = new Sprite(a_world, a_texture, new Vector2(450, 40), 0, m_camera.Position + new Vector2(0, 200)); m_bar.m_body.BodyType = BodyType.Static; m_barBackground = new Sprite(a_world, a_texture, new Vector2(450, 40), 0, m_camera.Position + new Vector2(0, 200)); m_barBackground.m_body.BodyType = BodyType.Static; m_bar.m_body.CollisionCategories = Category.None; m_barBackground.m_body.CollisionCategories = Category.None; m_player = a_player; }
/// <summary> /// Constructor for the Gamestate class /// </summary> /// <param name="a_gameStateManager">The manager for the gamestate</param> /// <param name="a_windowRes">the resolution for the screen</param> public GameState(GameStateManager a_gameStateManager, Rectangle a_windowRes) { m_platformList = new List<Platform>(); m_particleList = new List<Particle>(); //Set Resoultion m_windowRes = a_windowRes; //World m_world = new World(new Vector2(0, 0)); //Gravity m_gravity = new Gravity(m_world, new Vector2(0, 1), 7.0f); m_gameStateManager = a_gameStateManager; m_game = m_gameStateManager.m_game; m_camera = new Camera(m_game.GraphicsDevice); m_playerSpawnLocation = new Vector2(0, 0); //Particle stuff m_particleSpawnPosition = new Vector2(); }