public ShipSpawner(Game1 game, Sector sec) { this.game = game; Initialize(sec); }
public MiningOutpost(Game1 game, Sprite spriteSheet) : base(game, spriteSheet) { }
public ShipSpawner(Game1 game) { this.game = game; }
protected MissionObject(Game1 Game, Sprite SpriteSheet) : base(Game, SpriteSheet) { Class = "MissionObject"; }
public static void InitializePortraitSpriteSheet(Game1 game) { portraitSpriteSheet = new Sprite(game.Content.Load <Texture2D>("Overworld-Sprites/PortraitSpriteSheet"), null); }
public Main8_1_BeginningOfTheEnd(Game1 Game, string section, Sprite spriteSheet, MissionID missionID) : base(Game, section, spriteSheet, missionID) { isMainMission = true; }
public Information1Level(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player1, LevelEntry levelEntry) : base(Game, spriteSheet, player1, levelEntry) { }
public MineLayerWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); SetShipPartVariety(); }
public Meteorite15(Game1 Game, Sprite spriteSheet, PlayerVerticalShooter player) : base(Game, spriteSheet, player) { ObjectName = "Meteroite15"; }
protected EnemyBullet(Game1 Game, Sprite spriteSheet) : base(Game, spriteSheet) { }
public Particle(Game1 Game, Sprite spriteSheet) : base(Game, spriteSheet) { }
public NoWeaponBehaviour(Game1 Game, AI AI, AlliedShip Ship) : base(Game, AI, Ship) { }
public SaveLevelButton(Game1 game, Sprite spriteSheet, Vector2 position) : base(spriteSheet, position) { displaySprite = spriteSheet.GetSubSprite(new Rectangle(0, 51, 61, 31)); }
public Side_FlightTraining2(Game1 Game, string section, Sprite spriteSheet, MissionID missionID) : base(Game, section, spriteSheet, missionID) { }
public DrillBeamWeapon(Game1 Game, ItemVariety variety = ItemVariety.Regular) : base(Game, variety) { Setup(); }
//Method used when event should be manually triggered, by for example Swarm event. protected PointLevelEvent(Game1 Game, PlayerVerticalShooter player, Sprite spriteSheet, Level level, EnemyType identifier) : base(Game, player, spriteSheet, level, identifier) { this.xPos = -1f; hasDuration = false; }
public ShooterState(Game1 Game, String name) : base(Game, name) { this.Game = Game; Class = "play"; //Load texture spriteSheet = new Sprite(Game.Content.Load <Texture2D>("Vertical-Sprites/shooterSheet")); //Player player = new PlayerVerticalShooter(Game, spriteSheet); // Create new log file LevelLogger.InitializeNewLogfile(); // Unsure about if this is to be used, seems like a nice idea though! // Jakob levels.Add(new MapCreatorLevel(Game, spriteSheet, player, "LonelyAsteroidEncounter", "LonelyAsteroidLevel", MissionType.none)); //////////// USED LEVELS ////////////// var levelDict = ShooterState.GetMissionPathDict(); // Subinteractive levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["sub1"])); //Pirate Levels levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp3"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp4"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["rp5"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap3"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap4"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["ap5"])); levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar1"])); levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar2"])); levels.Add(new HangarLevel(Game, spriteSheet, player, levelDict["hangar3"])); // Side mission levels levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_flightTraining_3"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_3"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_4"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_ft2_5"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_deathByMeteor"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_astroScan"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_astroDodger"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_theRebelOutpost_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["s_theRebelOutpost_2"])); // Main mission levels levels.Add(new RebelsInTheMeteors(Game, spriteSheet, player, levelDict["1_1"])); levels.Add(new SecondMissionLevel(Game, spriteSheet, player, levelDict["2_1"])); levels.Add(new SecondMissionLevel(Game, spriteSheet, player, levelDict["2_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["3_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["3_2"])); levels.Add(new Infiltration1Level(Game, spriteSheet, player, levelDict["4_1"])); levels.Add(new Infiltration2Level(Game, spriteSheet, player, levelDict["4_2"])); levels.Add(new Retaliation1Level(Game, spriteSheet, player, levelDict["5_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["5_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["6_1"])); levels.Add(new InTheNameOfScienceLevel2(Game, spriteSheet, player, levelDict["6_2"])); levels.Add(new Information1Level(Game, spriteSheet, player, levelDict["7_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8o_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8o_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8r_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8r_2"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8a_1"])); levels.Add(new MapCreatorLevel(Game, spriteSheet, player, levelDict["8a_2"])); }
public OptionsMenuState(Game1 Game, string name) : base(Game, name) { }
public RebelOutpost(Game1 game, Sprite spriteSheet) : base(game, spriteSheet) { }
public RegularBomb(Game1 Game, Sprite spriteSheet) : base(Game, spriteSheet) { }