public MainGameScene(int restingHeartRate, bool heartCore)
        {
            this.Entities = new List<Entity>();
            ClockManager = new Timing.ClockManager();

            m_Player = new PlayerThing(this, restingHeartRate);
            m_BulletManager = new BulletManager(this);
            m_BugManager = new BugManager(this);
            // m_PingManager = new PingManager(this);
            m_PingManager = new NewPingManager(this);
            m_BackgroundTexture = HeartAttack.theGameInstance.Content.Load<Texture2D>("background");
            m_Ripple = HeartAttack.theGameInstance.Content.Load<Effect>("RippleShader");

            m_PingLengthsParameter = m_Ripple.Parameters["pingLengths"];
            m_Ripple.Parameters["Viewport"].SetValue(
                new Vector2(HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Width,
                    HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Height));

            m_ShaderRenderTarget = new RenderTarget2D
                (HeartAttack.theGameInstance.graphics.GraphicsDevice,
                HeartAttack.theGameInstance.graphics.GraphicsDevice.PresentationParameters.BackBufferWidth,
                HeartAttack.theGameInstance.graphics.GraphicsDevice.PresentationParameters.BackBufferHeight);
            m_ShaderTexture = new Texture2D(
                HeartAttack.theGameInstance.graphics.GraphicsDevice,
                HeartAttack.theGameInstance.graphics.GraphicsDevice.PresentationParameters.BackBufferWidth,
                HeartAttack.theGameInstance.graphics.GraphicsDevice.PresentationParameters.BackBufferHeight, true,
                m_ShaderRenderTarget.Format
                );

            director = new AIDirector(m_Player, heartCore);
        }
Exemple #2
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 public Timer(ClockManager manager, float duration, bool autoStart, EventHandler complete)
     : base(manager)
 {
     Duration = duration;
     Complete += complete;
     if (autoStart)
         Start();
 }
        public SpriteAnimation(
            ClockManager manager, 
            List<Texture2D> frames,
            Texture2D defaultFrame,
            Sprite sprite, 
            float frameLength)
            : base(manager)
        {
            Frames = frames;
            Sprite = sprite;
            FrameLength = frameLength;
            DefaultFrame = defaultFrame;

            this.RepeatCount = frames.Count - 1;
            this.BeginOffset = 0.01;
        }
Exemple #4
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 public Timer(ClockManager manager)
     : base(manager)
 {
 }
Exemple #5
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 protected Clock(ClockManager manager)
 {
     Duration = 1.0; // 1 sec
     State = ClockState.Stopped;
     ClockManager = manager;
 }