public BeatRow(Game game, RowCompassLocation location, int numLanes) : base(game) { laneCount = numLanes; compassLocation = location; BarsNeedFlipped = false; rowRectangle = new Rectangle(); }
public BeatManager(Game game, BarManager barManager, Rectangle region, int laneCount, RowCompassLocation compassLocation) : base(game) { bM = barManager; beatsToRemove = new List <Beat>(); wrongbeats = new List <Beat>(); beatsRowID = new Dictionary <Beat, int>(); LaneSpawnPoints = new List <Vector2>(); Vector2 SpawnPointOffSet = new Vector2(0, 0); switch (compassLocation) { case RowCompassLocation.North: speed = 30f; SpawnPointOffSet = new Vector2(0, -region.Height); break; case RowCompassLocation.South: speed = 30f; SpawnPointOffSet = new Vector2(0, region.Height); break; case RowCompassLocation.East: speed = 50f; SpawnPointOffSet = new Vector2(region.Width, 0); break; case RowCompassLocation.West: speed = 50f; SpawnPointOffSet = new Vector2(-region.Width, 0); break; } progressionDirection = -SpawnPointOffSet; progressionDirection.Normalize(); for (int i = 0; i < laneCount; i++) { Vector2 point = barManager.getBarMidPointByIndex(i) + SpawnPointOffSet; LaneSpawnPoints.Add(point); } }