/// <summary>
        /// Creates a new instance.
        /// </summary>
        /// <param name="game">Associated game object.</param>
        /// <param name="gamePlayScreen">Gameplay screen where the component will be presented.</param>
        public TexturedDrawableGameComponent(Game game, GameplayScreen gamePlayScreen)
            : base(game)
        {
            this.gamePlayScreen = gamePlayScreen;

            scaledSpriteBatch = (ScaledSpriteBatch)game.Services.GetService(typeof(ScaledSpriteBatch));
        }
        /// <summary>
        /// Load the screen resources
        /// </summary>
        public override void LoadContent()
        {
            font = Load<SpriteFont>(@"Fonts\MenuFont");

            // Create a new instance of the gameplay screen
            gameplayScreen = new GameplayScreen(DifficultyMode.Easy);
            gameplayScreen.ScreenManager = ScreenManager;
        }
        /// <summary>
        /// Load screen resources
        /// </summary>
        public override void LoadContent()
        {
            if (difficultyMode.HasValue)
            {
                gameplayScreen = new GameplayScreen(difficultyMode.Value);
                gameplayScreen.ScreenManager = ScreenManager;
            }
            font36px = ScreenManager.Game.Content.Load<SpriteFont>("Fonts/GameScreenFont36px");
            font16px = ScreenManager.Game.Content.Load<SpriteFont>("Fonts/GameScreenFont16px");
            textSize = font36px.MeasureString(text);
            safeArea = SafeArea;

            base.LoadContent();
        }
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        /// <summary>
        /// Creates a new score bar instance.
        /// </summary>
        /// <param name="game">The associated game object.</param>
        /// <param name="minValue">The score bar's minimal value.</param>
        /// <param name="maxValue">The score bar's maximal value.</param>
        /// <param name="position">The score bar's position.</param>
        /// <param name="height">The score bar's height.</param>
        /// <param name="width">The score bar's width.</param>
        /// <param name="scoreBarColor">Color to tint the scorebar's background with.</param>
        /// <param name="scoreBarOrientation">The score bar's orientation.</param>
        /// <param name="initialValue">The score bar's initial value.</param>
        /// <param name="screen">Gameplay screen where the score bar will appear.</param>
        /// <param name="isAppearAtCountDown">Whether or not the score bar will appear during the game's initial
        /// countdown phase.</param>
        public ScoreBar(Game game, int minValue, int maxValue, Vector2 position, int height, int width,
            Color scoreBarColor, ScoreBarOrientation scoreBarOrientation, int initialValue, GameplayScreen screen,
            bool isAppearAtCountDown)
            : base(game)
        {
            this.MinValue = minValue;
            this.MaxValue = maxValue;
            this.Position = position;
            this.ScoreBarColor = scoreBarColor;
            this.scoreBarOrientation = scoreBarOrientation;
            this.currentValue = initialValue;
            this.width = width;
            this.height = height;
            this.gameplayScreen = screen;
            this.isAppearAtCountDown = isAppearAtCountDown;

            spriteBatch = (SpriteBatch)Game.Services.GetService(typeof(SpriteBatch));

            GetSpaceFromBoarder();
        }
 /// <summary>
 /// Creates a new instance.
 /// </summary>
 /// <param name="game">Associated game object.</param>
 /// <param name="gamePlayScreen">Gameplay screen where the component will be presented.</param>
 public TexturedDrawableGameComponent(Game game, GameplayScreen gamePlayScreen)
     : base(game)
 {
     this.gamePlayScreen = gamePlayScreen;
     scaledSpriteBatch   = (ScaledSpriteBatch)game.Services.GetService(typeof(ScaledSpriteBatch));
 }
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 /// <summary>
 /// Creates a new soldier bee instance.
 /// </summary>
 /// <param name="game">Associated game object.</param>
 /// <param name="gamePlayScreen">Gameplay screen where the bee will appear.</param>
 /// <param name="beehive">The bee's associated beehive.</param>
 public SoldierBee(Game game, GameplayScreen gamePlayScreen, Beehive beehive)
     : base(game, gamePlayScreen, beehive)
 {
     AnimationKey = "SoldierBee";
 }
 /// <summary>
 /// Creates a new worker bee instance.
 /// </summary>
 /// <param name="game">The associated game object.</param>
 /// <param name="gamePlayScreen">The gameplay screen where the bee is displayed</param>
 /// <param name="beehive">The bee's associated beehive.</param>
 public WorkerBee(Game game, GameplayScreen gamePlayScreen, Beehive beehive)
     : base(game, gamePlayScreen, beehive)
 {
     AnimationKey = "WorkerBee";
 }
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 /// <summary>
 /// Creates a new beekeeper instance.
 /// </summary>
 /// <param name="game">The game object.</param>
 /// <param name="gamePlayScreen">The gameplay screen.</param>
 public BeeKeeper(Game game, GameplayScreen gamePlayScreen)
     : base(game, gamePlayScreen)
 {
 }
Exemple #9
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        /// <summary>
        /// Creates a new puff of smoke.
        /// </summary>
        /// <param name="game">Associated game object.</param>
        /// <param name="gameplayScreen">The gameplay screen where the smoke puff will be displayed.</param>
        /// <param name="texture">The texture which represents the smoke puff.</param>        
        public SmokePuff(Game game, GameplayScreen gameplayScreen, Texture2D texture) 
            : base(game, gameplayScreen)
        {
            this.texture = texture;

            drawOrigin = new Vector2(texture.Width / 2, texture.Height / 2);

            DrawOrder = Int32.MaxValue - 15;
        }
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        /// <summary>
        /// Creates a new score bar instance.
        /// </summary>
        /// <param name="game">The associated game object.</param>
        /// <param name="minValue">The score bar's minimal value.</param>
        /// <param name="maxValue">The score bar's maximal value.</param>
        /// <param name="position">The score bar's position.</param>
        /// <param name="height">The score bar's height.</param>
        /// <param name="width">The score bar's width.</param>
        /// <param name="scoreBarColor">Color to tint the scorebar's background with.</param>
        /// <param name="scoreBarOrientation">The score bar's orientation.</param>
        /// <param name="initialValue">The score bar's initial value.</param>
        /// <param name="screen">Gameplay screen where the score bar will appear.</param>
        /// <param name="isAppearAtCountDown">Whether or not the score bar will appear during the game's initial
        /// countdown phase.</param>
        public ScoreBar(Game game, int minValue, int maxValue, Vector2 position, int height, int width,
                        Color scoreBarColor, ScoreBarOrientation scoreBarOrientation, int initialValue, GameplayScreen screen,
                        bool isAppearAtCountDown)
            : base(game)
        {
            this.MinValue            = minValue;
            this.MaxValue            = maxValue;
            this.Position            = position;
            this.ScoreBarColor       = scoreBarColor;
            this.scoreBarOrientation = scoreBarOrientation;
            this.currentValue        = initialValue;
            this.width               = width;
            this.height              = height;
            this.gameplayScreen      = screen;
            this.isAppearAtCountDown = isAppearAtCountDown;


            scaledSpriteBatch = (ScaledSpriteBatch)Game.Services.GetService(typeof(ScaledSpriteBatch));

            GetSpaceFromBorder();
        }
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 /// <summary>
 /// Creates a new bee instance.
 /// </summary>
 /// <param name="game">The game object.</param>
 /// <param name="gamePlayScreen">The gameplay screen.</param>
 /// <param name="beehive">The related beehive.</param>
 public Bee(Game game, GameplayScreen gamePlayScreen, Beehive beehive)
     : base(game, gamePlayScreen)
 {
     this.relatedBeehive = beehive;
     DrawOrder           = Int32.MaxValue - 20;
 }
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        /// <summary>
        /// Creates a new beehive instance.
        /// </summary>
        /// <param name="game">The game object.</param>
        /// <param name="gamePlayScreen">The gameplay screen.</param>
        /// <param name="texture">The texture representing the beehive.</param>
        /// <param name="score">Score object representing the amount of honey in the
        /// hive.</param>
        /// <param name="position">The beehive's position.</param>
        public Beehive(Game game, GameplayScreen gamePlayScreen, Texture2D texture, ScoreBar score, Vector2 position)
            : base(game, gamePlayScreen)
        {
            this.texture = texture;
            this.score = score;
            this.position = position;

            AllowBeesToGenerate = true;

            DrawOrder = (int)position.Y;
        }
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 /// <summary>
 /// Creates a new beekeeper instance.
 /// </summary>
 /// <param name="game">The game object.</param>
 /// <param name="gamePlayScreen">The gameplay screen.</param>
 public BeeKeeper(Game game, GameplayScreen gamePlayScreen)
     : base(game, gamePlayScreen)
 {
 }
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 /// <summary>
 /// Creates a new instance of the component.
 /// </summary>
 /// <param name="game">The associated game object.</param>
 /// <param name="gamePlayScreen">The gameplay screen where the component will be rendered.</param>
 /// <param name="position">The position of the component.</param>
 /// <param name="score">Scorebar representing the amount of honey in the jar.</param>
 public HoneyJar(Game game, GameplayScreen gamePlayScreen, Vector2 position, ScoreBar score)
     : base(game, gamePlayScreen)
 {
     this.position = position;
     this.score    = score;
 }
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 /// <summary>
 /// Creates a new instance of the component.
 /// </summary>
 /// <param name="game">The associated game object.</param>
 /// <param name="gamePlayScreen">The gameplay screen where the component will be rendered.</param>
 /// <param name="position">The position of the component.</param>
 /// <param name="score">Scorebar representing the amount of honey in the jar.</param>
 public HoneyJar(Game game, GameplayScreen gamePlayScreen, Vector2 position, ScoreBar score)
     : base(game, gamePlayScreen)
 {
     this.position = position;
     this.score = score;
 }
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        /// <summary>
        /// Creates a new vat instance.
        /// </summary>
        /// <param name="game">The associated game object.</param>
        /// <param name="gamePlayScreen">Gameplay screen where the vat will be displayed.</param>
        /// <param name="texture">The vat's texture.</param>
        /// <param name="position">The position of the vat.</param>
        /// <param name="score">An associated score bar.</param>
        public Vat(Game game, GameplayScreen gamePlayScreen, Texture2D texture, Vector2 position, ScoreBar score)
            : base(game, gamePlayScreen)
        {
            this.texture = texture;
            this.position = position;
            this.score = score;

            DrawOrder = (int)(position.Y + Bounds.Height);            
        }
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 /// <summary>
 /// Creates a new worker bee instance.
 /// </summary>
 /// <param name="game">The associated game object.</param>
 /// <param name="gamePlayScreen">The gameplay screen where the bee is displayed</param>
 /// <param name="block">The bee's associated Block.</param>
 public WorkerBombBase(Game game,GameplayScreen gamePlayScreen, Block block)
     : base(game,gamePlayScreen,block)
 {
     AnimationKey = "WorkerBee";
 }
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 /// <summary>
 /// Creates a new bee instance.
 /// </summary>
 /// <param name="game">The game object.</param>
 /// <param name="gamePlayScreen">The gameplay screen.</param>
 /// <param name="beehive">The related beehive.</param>
 public Bee(Game game, GameplayScreen gamePlayScreen, Beehive beehive)
     : base(game, gamePlayScreen)
 {
     this.relatedBeehive = beehive;
     DrawOrder = Int32.MaxValue - 20;
 }