public ChasingSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerFrame, string collisionCueName, SpriteManager spriteManager, int scoreValue) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerFrame, collisionCueName, scoreValue) { this.spriteManager = spriteManager; }
protected override void Initialize() { spriteManager = new SpriteManager(this); Components.Add(spriteManager); base.Initialize(); }
public RandomSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, string collisionCueName, SpriteManager spriteManager, Random rnd) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, collisionCueName) { this.spriteManager = spriteManager; this.rnd = rnd; ResetTimer(); }
protected override void Initialize() { spriteManager = new SpriteManager(this); Button_control = new GameStarManager(this); Components.Add(spriteManager); Components.Add(Button_control); spriteManager.Enabled = false; spriteManager.Visible = false; this.IsMouseVisible = true; base.Initialize(); }
public EvadingSprite(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, string collisionCueName, SpriteManager spriteManager, float evasionSpeedModifier, int evasionRange) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, collisionCueName) { this.spriteManager = spriteManager; this.evasionSpeedModifier = evasionSpeedModifier; this.evasionRange = evasionRange; }
protected override void Initialize() { spriteManager = new SpriteManager(this); Components.Add(spriteManager); spriteManager.Enabled = false; spriteManager.Visible = false; base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here spriteManager = new SpriteManager(this); Components.Add(spriteManager); spriteManager.Enabled = false; spriteManager.Visible = false; base.Initialize(); }