public RollingStone(Game1 game, Stage stage,  float x, float y, int width, int height)
     : base(game,stage,x,y,width,height)
 {
     this.width = 96;
     this.height = 96;
     defaultSpeed = -8;
 }
Example #2
0
 public DamageObject(Game1 game, Stage stage, float x, float y, int width, int height, int type, int textureType, Object user, Vector2 localPosition)
     : base(game, stage, x, y, width, height, type)
 {
     this.user = user;
     this.localPosition = localPosition;
     this.textureType = textureType;
 }
Example #3
0
 /// <summary>
 /// アプリケーションのメイン エントリー ポイントです。
 /// </summary>
 static void Main(string[] args)
 {
     using (Game1 game = new Game1())
     {
         game.Run();
     }
 }
Example #4
0
        public Debug(Game1 game, Stage stage)
        {
            this.game = game;
            this.stage = stage;

            fontColor[0] = Color.Blue;
            fontColor[1] = Color.Orange;
        }
        public static void Initialize(Game1 game, ContentManager Content)
        {
            SoundControl.game = game;
            SoundControl.content = Content;
            menuMusic = content.Load<SoundEffect>("Audio\\BGM\\menu_new");
            menuMusicInstance = menuMusic.CreateInstance();

            menuMusicInstance.Volume = defVolume;
        }
Example #6
0
 public Reverse(Stage stage, Game1 game, ContentManager content)
 {
     this.game = game;
     this.stage = stage;
     this.content = content;
     nowlogdata = new LogData();
     reverseLog = new List<LogData>();
     score_prev = 0;
     tasSound = content.Load<SoundEffect>("Audio\\SE\\TAS");
 }
 public BackGround(Game1 game, Stage stage, int width, int height)
     : base(game,stage,width,height)
 {
     // OUtOfVideoMemory error.... 110個作成されていたorz
     renderTarget = new RenderTarget2D(
         game.graphics.GraphicsDevice, width, height, 1, SurfaceFormat.Color);// 予期しないエラーが発生しました(笑)→DepthStencilBufferを指定する必要があるらしい
     //depthStencilBuffer = new DepthStencilBuffer(game.GraphicsDevice, width, height, DepthFormat.Depth24Stencil8Single);// DepthFormatはよくわからない
     //depthStencilBuffer.
     //cameraにはじかせないために:
     this.activeDistance = width;
 }
 public WinControlManager(Game1 game, GraphicsDeviceManager graphics)
 {
     ControlForm = new WinControl(game);
     this.graphics = graphics;
     XnaForm = Form.FromHandle(game.Window.Handle) as Form;
     XnaForm.FormBorderStyle = FormBorderStyle.None;//本来のXNAの枠を無くす
     XnaForm.Dock = DockStyle.Fill;//左上で揃える
     XnaForm.TopLevel = false;
     ControlForm.Controls.Add(XnaForm);//コントロール追加
     ControlForm.Show();
 }
        public UserInterface(Game1 game, Stage stage)
        {
            this.game = game;
            this.stage = stage;

            position = Vector2.Zero;
            uiFront = new UIObject(stage, position);
            uiCenter = new UIObject(stage, position);
            uiBack = new UIObject(stage, position);
            tasGauge = new UI_TAS(stage, position);
            hpGauge = new UI_HP(stage, position);
            bosshpGauge = new UI_BossHP(stage, position);

            enemyList = new List<Enemy>();
            enemyHPList = new List<UI_EnemyHP>();

            //reverseGauge = new UI_ReverseGauge(stage, new Vector2(500,10));
        }
Example #10
0
 public static void Inicialize(Game1 game, SpriteBatch spriteBatch, ContentManager content)
 {
     Object.game = game;
     Object.spriteBatch = spriteBatch;
     Object.content = content;
 }
Example #11
0
 public DamageObject(Game1 game, Stage stage, float x, float y, int width, int height, int type, int textureType)
     : this(game, stage, x, y, width, height, 0, 0, null, new Vector2())
 {
 }
Example #12
0
 public DamageObject(Game1 game, Stage stage, float x, float y, int width, int height, int type)
     : this(game, stage, x, y, width, height, 0, 0)
 {
 }
 public WinControl(Game1 game)
 {
     this.game = game;
     InitializeComponent();
 }
Example #14
0
 public static void Initialize(Game1 game, SpriteBatch spriteBatch, ContentManager Content)
 {
     Scene.game = game;
     Scene.spriteBatch = spriteBatch;
     Scene.content = Content;
     choose = content.Load<SoundEffect>("Audio\\SE\\choose");
     cancel = content.Load<SoundEffect>("Audio\\SE\\cancel"); //choose.Play(SoundControl.volumeAll, 0f, 0f);
 }