public Field(Game game, int id, Vector2 p) : base(game) { this.game = (Main)game; this.textureId = id; position = p; }
public Number(Game game, int value, Vector2 position) : base(game) { this.value = value; this.position = position; this.game = (Main)game; createdTime = DateTime.Now; }
public void Initialize(ContentManager content, String texturePath, int screenWidth, int yPos, Main game) { this.game = game; // Load the background texture we will be using texture = content.Load<Texture2D>(texturePath); // Set the speed of the background this.speed = game.speed; // If we divide the screen with the texture width then we can determine the number of tiles need. // We add 1 to it so that we won't have a gap in the tiling positions = new Vector2[screenWidth / texture.Width +1]; // Set the initial positions of the parallaxing background for (int i = 0; i < positions.Length; i++) { // We need the tiles to be side by side to create a tiling effect positions[i] = new Vector2(i * texture.Width, yPos); } }