/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public SpriteManager(Game1 game) : base(game) { this.game = game; rnd = new Random(); gameField = Game.Window.ClientBounds; gameField.Width -= barFieldWidth; // TODO: Construct any child components here }
public SmokePlumeParticleSystem(Game1 game, int howManyEffects) : base(game,howManyEffects) { }
/// <summary> /// Constructs a new ParticleSystem. /// </summary> /// <param name="game">The host for this particle system. The game keeps the /// content manager and sprite batch for us.</param> /// <param name="howManyEffects">the maximum number of particle effects that /// are expected on screen at once.</param> /// <remarks>it is tempting to set the value of howManyEffects very high. /// However, this value should be set to the minimum possible, because /// it has a large impact on the amount of memory required, and slows down the /// Update and Draw functions.</remarks> protected ParticleSystem(Game1 game, int howManyEffects) : base(game) { this.game = game; this.howManyEffects = howManyEffects; }
public ExplosionParticleSystem(Game1 game, int howManyEffects) : base(game, howManyEffects) { }