public GamePage(string launchArguments)
        {
            this.InitializeComponent();

            // Create the game.
            _game = XamlGame<Game1>.Create(launchArguments, Window.Current.CoreWindow, this);
        }
        public SmokeObject(Game1 game, Texture2D texture, Vector3 position, Vector3 scale)
            : base(game, texture, position, scale)
        {
            _game = game;

            // Have we already built the ground vertex array in a previous instance?
            if (_vertices == null)
            {
                // No, so build it now
                BuildVertices();
                // Create a vertex buffer
                _vertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Length, BufferUsage.WriteOnly);
                _vertexBuffer.SetData(_vertices);
            }

            // Set object properties
            ObjectTexture = texture;

            // Store the supplied start position
            _startPosition = position;
            _startScale = scale;

            // Reset the particle to an initial state
            ResetParticle();
        }
 public BulletObject2(Game1 game, Vector3 position, Model model, Vector3 angel)
     : base(game, position, model)
 {
     this.position = position;
     this.game = game;
     this.towards = angel;
 }
 public BulletObject(Game1 game, Vector3 position, Model model, float angel)
     : base(game, position, model)
 {
     this.model = model;
     this.position = position;
     this.game = game;
     this.direction = angel;
 }
 //-------------------------------------------------------------------------------------
 // Class constructors
 /*   public Vector3 position, view, up;
 public Matrix projectionMatrix, viewMatrix;
 private float timeLapse = 0.0f;*/
 //     Game1 game;
 public CameraObject(Game1 game)
     : base(game)
 {
     //        this.game = game;
        /* position = new Vector3(0.0f, 0.9f, 0.0f);
     view = new Vector3(0.0f, 0.9f, -0.5f);
     up = new Vector3(0.0f, 1.0f, 0.0f);*/
 }
 public Mode_Game(Game1 game)
     : base(game)
 {
     _game = game;
     _game.IsMouseVisible = true;
     // Indicate that the game is not yet active
     GameIsActive = false;
 }
 public Ghost(Game1 game, Vector3 position, Model model)
     : base(game,position,model)
 {
     this.game = game;
     this.x = position.X;
     this.y = position.Y;
     this.z = position.Z;
     thurder = game.SoundEffects["Thurder"].CreateInstance();
     thurder.Volume = 1.0f;
     thurder2 = game.SoundEffects["Thurder2"].CreateInstance();
     thurder2.Volume = 1.0f;
 }
        //-------------------------------------------------------------------------------------
        // Class constructors
        public GroundObject(Game1 game, Texture2D texture)
            : base(game)
        {
            Scale = Vector3.One*1000;
            PositionY = 0;
            // Have we already built the ground vertex array in a previous instance?
            if (_vertices == null)
            {
                // No, so build it now
                BuildVertices();
            }

            // Set other object properties
            ObjectTexture = texture;
        }
 public CorpseFlower(Game1 game, Vector3 position, Model model)
     : base(game,position,model)
 {
     this.game = game;
     this.position = position;
 }
 public HealthObject(Game1 game, Vector3 position, Model model)
     : base(game, position, model)
 {
     this.game = game;
     this.position = position;
 }
 public Mode_Menu(Game1 game)
     : base(game)
 {
     _game = game;
 }
 public Mode_HighScores(Game1 game)
     : base(game)
 {
     _game = game;
 }