public Score(PuzzleBooble3dGame puzzlegame)
     : base(puzzlegame)
 {
     DepthStateEnabled = new DepthStencilState();
     DepthStateEnabled.DepthBufferEnable = true; /* Enable the depth buffer */
     //depthState.DepthBufferWriteEnable = true; /* When drawing to the screen, write to the depth buffer */
 }
 /// <summary>
 /// The main entry point for the application.
 /// </summary>
 static void Main(string[] args)
 {
     using (PuzzleBooble3dGame game = new PuzzleBooble3dGame())
     {
         game.Run();
     }
 }
        public AimingArrow(PuzzleBooble3dGame game, Floor floor)
            : base(game)
        {
            Floor = floor;

            AngleZ = 0;
            Position = Floor.Position + new Vector3(Floor.WIDTH/2, 0, Ball.BALL_RADIUS);
        }
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        public Ball(PuzzleBooble3dGame game, Vector3 position, BallColor color)
            : base(game)
        {
            Color = color;
            Position = position;

            AnimationHelper = new BallAnimationHelper(this);
        }
        public ComponentController(PuzzleBooble3dGame puzzleGame, Floor floor, AimingArrow arrow, BallGrid grid, FieldBounds bounds)
            : base(puzzleGame)
        {
            Floor = floor;
            Arrow = arrow;
            Grid = grid;
            Bounds = bounds;

            SetCurrentBall(new Ball(PuzzleBooble3dGame, GetCurrentBallPosition(), Ball.BallColor.Blue));
            SetNextBall(new Ball(PuzzleBooble3dGame, Vector3.Zero, grid.GetRandomColor()));

            ThrowBallTimer = new Timer();
            ThrowBallTimer.AutoReset = false;
            ThrowBallTimer.Interval = 10000;
            ThrowBallTimerRemainingTime = (float)ThrowBallTimer.Interval;
            ResetTimer();
        }
 public PuzzleBoobleGameComponent(PuzzleBooble3dGame puzzleGame)
     : base(puzzleGame)
 {
 }
        public BallGrid(PuzzleBooble3dGame puzzleGame, Floor floor, FieldBounds bounds, Score score)
            : base(puzzleGame)
        {
            Floor = floor;
            Bounds = bounds;
            Bounds.Observer = this;
            CurrentScore = score;

            DeletedBalls = new List<Ball>();
            Observer = new List<HangingBallsObserver>();

            Balls = new List<List<Ball>>(NUMBER_OF_ROWS);
            for (int i = 0; i < NUMBER_OF_ROWS; i++)
            {
                Balls.Insert(i, new List<Ball>(i % 2 == 0 ? NUMBER_OF_COLUMNS_EVEN : NUMBER_OF_COLUMNS_ODD));
                if (i % 2 == 0)
                {
                    for (int j = 0; j < NUMBER_OF_COLUMNS_EVEN; j++)
                    {
                        Balls.ElementAt(i).Add(null);
                    }
                }
                else
                {
                    for (int j = 0; j < NUMBER_OF_COLUMNS_ODD; j++)
                    {
                        Balls.ElementAt(i).Add(null);
                    }
                }
            }

            SetNewBallAtPosition(0, 0, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Red));
            SetNewBallAtPosition(0, 1, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Red));
            SetNewBallAtPosition(0, 2, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Yellow));
            SetNewBallAtPosition(0, 3, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Yellow));
            SetNewBallAtPosition(0, 4, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Blue));
            SetNewBallAtPosition(0, 5, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Blue));
            SetNewBallAtPosition(0, 6, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Green));
            SetNewBallAtPosition(0, 7, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Green));
            SetNewBallAtPosition(1, 0, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Red));
            SetNewBallAtPosition(1, 1, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Red));
            SetNewBallAtPosition(1, 2, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Yellow));
            SetNewBallAtPosition(1, 3, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Yellow));
            SetNewBallAtPosition(1, 4, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Blue));
            SetNewBallAtPosition(1, 5, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Blue));
            SetNewBallAtPosition(1, 6, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Green));
            SetNewBallAtPosition(2, 0, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Blue));
            SetNewBallAtPosition(2, 1, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Blue));
            SetNewBallAtPosition(2, 2, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Green));
            SetNewBallAtPosition(2, 3, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Green));
            SetNewBallAtPosition(2, 4, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Red));
            SetNewBallAtPosition(2, 5, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Red));
            SetNewBallAtPosition(2, 6, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Yellow));
            SetNewBallAtPosition(2, 7, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Yellow));
            SetNewBallAtPosition(3, 0, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Blue));
            SetNewBallAtPosition(3, 1, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Green));
            SetNewBallAtPosition(3, 2, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Green));
            SetNewBallAtPosition(3, 3, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Red));
            SetNewBallAtPosition(3, 4, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Red));
            SetNewBallAtPosition(3, 5, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Yellow));
            SetNewBallAtPosition(3, 6, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Yellow));

            SetNewBallAtPosition(0, 8, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Silver));
            SetNewBallAtPosition(0, 9, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Silver));
            SetNewBallAtPosition(0, 10, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.DarkGrey));
            SetNewBallAtPosition(0, 11, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.DarkGrey));
            SetNewBallAtPosition(1, 7, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Silver));
            SetNewBallAtPosition(1, 8, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Silver));
            SetNewBallAtPosition(1, 9, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Silver));
            SetNewBallAtPosition(1, 10, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.DarkGrey));
            SetNewBallAtPosition(2, 8, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Orange));
            SetNewBallAtPosition(2, 9, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Orange));
            SetNewBallAtPosition(2, 10, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Purple));
            SetNewBallAtPosition(2, 11, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Purple));
            SetNewBallAtPosition(3, 7, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Orange));
            SetNewBallAtPosition(3, 8, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Orange));
            SetNewBallAtPosition(3, 9, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Purple));
            SetNewBallAtPosition(3, 10, new Ball(PuzzleBooble3dGame, Vector3.Zero, Ball.BallColor.Purple));
        }
 public ContentRepository(PuzzleBooble3dGame puzzleGame)
     : base(puzzleGame)
 {
 }
 public Camera(PuzzleBooble3dGame game)
     : base(game)
 {
 }