public ScaleToAction(MyGame theGame, Transform transform, Vector2 target, int playAmount) : base(theGame, playAmount) { m_transform = transform; m_startScale = m_transform.Scale; m_target = target; }
public MoveToDynamicAction(MyGame theGame, Transform transform, Transform target, int playAmount) : base(theGame, playAmount) { m_transform = transform; m_startPos = m_transform.Position; m_target = target; }
public DurationAction(MyGame theGame, int amountOfPlays) : base() { m_theGame = theGame; m_timer = new PTimer(m_theGame.TimerManager, Loop); m_amountOfPlays = m_initialAmountOfPlays = amountOfPlays; }
public RotateToStaticAction(MyGame theGame, Transform transform, float target, int playAmount) : base(theGame, playAmount) { m_transform = transform; m_startRot = (float)m_transform.Direction; m_rotationTarget = target; }
public ParticleGenerator(MyGame theGame, ParticleSystem system) : base() { m_theGame = theGame; m_system = system; m_generationTimer = m_generationInterval; }
public FloatPointerAnimation(MyGame theGame, FloatContainer valueToAnimate, float targetValue, int playAmount) : base(theGame, playAmount) { m_startValue = valueToAnimate.Value; m_endValue = targetValue; m_valueToAnimate = valueToAnimate; }
public Vector2PointerAnimation(MyGame theGame, Vector2Container valueToAnimate, Vector2 targetValue, int playAmount) : base(theGame, playAmount) { m_startValue = valueToAnimate.Value; m_endValue = targetValue; m_valueToAnimate = valueToAnimate; }
public ParticleGenerator(MyGame theGame, ParticleSystem system, object[] autoArgs) : base() { m_theGame = theGame; m_system = system; m_generationTimer = m_generationInterval; m_autoArgs = autoArgs; }
public Sprite(MyGame theGame, SpriteSheet spriteSheet, Transform transform) { m_theGame = theGame; SpriteSheet = spriteSheet; m_transform = transform; m_srcRect.Width = m_spriteSheet.FrameWidth; m_srcRect.Height = m_spriteSheet.FrameHeight; Origin = new Vector2(0.5f, 0.5f); }
public PhysicsComponent(PhysicsComponent objectToCopy, Transform transform) { m_myGame = objectToCopy.m_myGame; m_transform = transform; Mass = objectToCopy.Mass; Friction = objectToCopy.Friction; Restitution = objectToCopy.Restitution; AirFriction = objectToCopy.AirFriction; }
public PhysicsComponent(MyGame theGame, Transform transform) { m_myGame = theGame; m_transform = transform; Mass = 1; Friction = 1; Restitution = 1; AirFriction = 1; }
public Sprite(Sprite spriteToCopy, Transform transform) { m_theGame = spriteToCopy.m_theGame; m_srcRect = spriteToCopy.m_srcRect; m_spriteSheet = spriteToCopy.m_spriteSheet; m_origin = spriteToCopy.m_origin; m_renderOrigin = spriteToCopy.m_renderOrigin; m_colour = spriteToCopy.m_colour; m_renderColour = spriteToCopy.m_renderColour; m_transform = transform; }
public Actor(MyGame theGame) { m_theGame = theGame; //Sets the entity's ID to a unique ID. _ID = currentID; ++currentID; m_parent = null; m_transform = new Transform(); }
public DelayAction(MyGame theGame, float delayTime) : base(theGame, 1) { Timer.Interval = delayTime; }
public StandardParticle(MyGame theGame, Sprite sprite) { m_theGame = theGame; m_sprite = sprite; }
public ParticleSystem(MyGame theGame, int maxParticles) { m_theGame = theGame; m_particles = new IParticle[maxParticles]; }
public MoveToStaticAction(MyGame theGame, Transform transform, Vector2 target, int playAmount) : base(theGame, playAmount) { m_transform = transform; m_startPos = m_transform.Position; m_target = target; }
public ActiveList(MyGame theGame, float updateTickInSeconds) { m_theGame = theGame; m_timer = new PTimer(theGame.TimerManager, OnUpdate); m_timer.Interval = updateTickInSeconds; }
public PhysicsParticle(MyGame theGame, SpriteSheet spriteSheet, PhysicsParticleData data) { m_sprite = new Sprite(theGame, spriteSheet, new Transform()); m_theGame = theGame; m_transform = m_sprite.Transform; m_physics = new PhysicsComponent(m_theGame, m_sprite.Transform); m_data = data; }
public SpriteDrawingList(MyGame theGame, float updateTickInSeconds) : base(theGame, updateTickInSeconds) { }
public GameboyDrawer(MyGame game) { m_theGame = game; m_drawingRectangle = new Rectangle(0, 0, game.ScreenWidth, game.ScreenHeight); m_renderTarget = new RenderTarget2D(m_theGame.GraphicsDevice, 160, 144); }
public PhysicsParticle(Sprite sprite, PhysicsParticleData data) { //_burntTexture = TextureManager.GetBurnt(textureName); //BindParent(parent); m_sprite = sprite; m_theGame = m_sprite.TheGame; m_transform = sprite.Transform; m_physics = new PhysicsComponent(m_theGame, sprite.Transform); m_data = data; }
public MoveToTransform(MyGame theGame, Transform transform, Transform start, Transform end, int playAmount) : base(theGame, playAmount) { m_transform = transform; m_start = start; m_end = end; }