public HealthBar(Game1 theGame, ContentManager _content, Rectangle viewPort, Texture2D _sprite) : base(theGame, _content, viewPort, _sprite, false, 0.1f) { healthRect = new Rectangle(0, 30, 100, 10); spriteRectangle = healthRect; health = 100; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
//public Explosion explosion; public DestructibleGameObject(Game1 _game, ContentManager _content, Rectangle viewPort, Texture2D _sprite, int _health, bool _dieOnExit, bool _respawn, float _layer) : base(_game, _content, viewPort, _sprite, _dieOnExit, _layer) { health = _health; fullHealth = health; respawn = _respawn; //explosion = new Explosion(_game); }
public Laser(Game1 _game, ContentManager _content, Rectangle viewPort, Texture2D _sprite) : base(_game, _content, viewPort, _sprite, false, 1) { lived = 0; destPoint = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); laserRect = new Rectangle(0, 0, 1, 100); laserLength = 0; life = 50; canFire = true; alive = false; }
public Enemy(Game1 _game, ContentManager _content, Rectangle viewPort, Texture2D _sprite, int _health) : base(_game, _content, viewPort, _sprite, _health, true, true, 1) { delay = game.random.Next(1, ENEMY_DELAY); bullets = new GameObject[MAX_ENEMY_BULLETS]; hasFired = false; for (int i = 0; i < MAX_ENEMY_BULLETS; i++) { bullets[i] = new Bullet(game, game.Content, game.viewportRect, game.Content.Load<Texture2D>("EnemyBullet"), 1); game.objectManager.Add(bullets[i]); } float randPos = game.random.Next(0, 800); float randSpeed = game.random.Next(1, 3); position = new Vector2(randPos, 10); velocity = new Vector2(0, randSpeed); }
//: base(_game) public GameObject(Game1 _game, ContentManager _content, Rectangle _viewPort, Texture2D _sprite, bool _dieOnExit, float _layer) { layer = _layer; game = _game; sprite = _sprite; Rotation = 0.0f; position = Vector2.Zero; center = new Vector2(sprite.Width / 2, sprite.Height / 2); velocity = Vector2.Zero; alive = true; content = _content; viewPort = _viewPort; spritebatch = game.SpriteBatch; spriteTextureData = new Color[sprite.Width * sprite.Height]; sprite.GetData(spriteTextureData); dieOnExit = _dieOnExit; }
public ship(Game1 _game, ContentManager _content, Rectangle viewPort, Texture2D _sprite, int _health) : base(_game, _content, viewPort, _sprite, _health, false, false, 0.2f) { //this.position = new Vector2(200f,100f); //this.velocity = new Vector2(3f, 0f); laser = new Laser(game, content, viewPort, content.Load<Texture2D>("pixel")); game.objectManager.Add(laser); laser.laserColor = Color.Firebrick; mainGun = new GameObject(game, content, viewPort, content.Load<Texture2D>("MainGun"), false, 0.3f); game.objectManager.Add(mainGun); //mainGun.layer = 0; bullets = new Bullet[MAX_BULLETS]; for (int count = 0; count < MAX_BULLETS; count++) { bullets[count] = new Bullet(game, game.Content, game.viewportRect, game.Content.Load<Texture2D>("Bullet"), 1); game.objectManager.Add(bullets[count]); } position = new Vector2(120, 280); //layer = 1; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { Game1 = new Game1(); Game1.Run(); }
static void Main() { using (var game = new Game1()) game.Run(); }
public Bullet(Game1 theGame, ContentManager _content, Rectangle viewPort, Texture2D _sprite, int _health) : base(theGame, _content, viewPort, _sprite, _health, true, false, 1) { alive = false; }
public Explosion(Game1 _Game) { theGame = _Game; explosionTexture = theGame.Content.Load<Texture2D>("explosion"); }