public GameOverGameState(GameManager gameManager, SharedGameState sharedState, Player[] players, int[] score) : base(gameManager, sharedState) { Players = players; Score = score; }
private bool ArmedForSceneChangeOnPlayerLostAnimationComplete = false; // TODO This doesn't have logic to switch scenes yet public AdriftGameState(GameManager gameManager, SharedGameState sharedState, Player[] players) : base(gameManager, sharedState) { Players = players; _spriteBatch = new SpriteBatch(GameManager.GraphicsDevice); _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice); }
public UIOptionsGameState(GameManager gameManager, SharedGameState sharedState) : base(gameManager, sharedState) { _spriteBatch = new SpriteBatch(GameManager.GraphicsDevice); _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice); supportedResolutions = new List <string>(); IEnumerator <DisplayMode> enumerator = GameManager.Graphics.GraphicsDevice.Adapter.SupportedDisplayModes.GetEnumerator(); while (enumerator.MoveNext()) { supportedResolutions.Add(enumerator.Current.ToString()); } }
public UILobbyGameState(GameManager gameManager, SharedGameState sharedState, Player[] players = null) : base(gameManager, sharedState) { _spriteBatch = new SpriteBatch(GameManager.GraphicsDevice); _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice); if (players != null) { for (int i = 0; i < players.Length; i++) { int idx = players[i].LobbySeatIndex > 0 && players[i].LobbySeatIndex < MAX_PLAYERS ? players[i].LobbySeatIndex : i; _playersSeated[idx] = players[i]; } } }
public ParticleTestGameState(GameManager gameManager, SharedGameState sharedState) : base(gameManager, sharedState) { _timer = new Timer(0); _random = new MTRandom(); }
public PauseGameState(GameManager gameManager, SharedGameState sharedState, Process gameProcess) : base(gameManager, sharedState) { _spriteBatch = new SpriteBatch(GameManager.GraphicsDevice); _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice); _gameProcess = gameProcess; }
public UIMenuGameState(GameManager gameManager, SharedGameState sharedState) : base(gameManager, sharedState) { _spriteBatch = new SpriteBatch(GameManager.GraphicsDevice); _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice); }
public MenuGameState(GameManager gameManager, SharedGameState sharedState) : base(gameManager, sharedState) { }