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();
 }
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 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;
 }
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        protected override void Initialize()
        {
            spriteManager = new SpriteManager(this);
            Components.Add(spriteManager);
            spriteManager.Enabled = false;
            spriteManager.Visible = false;

            base.Initialize();
        }
Exemple #7
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        /// <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();
        }