public InnerGameState(StateSystem system, Input input, TextureManager textureManager, PersistantGameData gameData, Font generalFont) { _textureManager = textureManager; _input = input; _system = system; _gameData = gameData; _generalFont = generalFont; OnGameStart(); }
public InnerGameState(Input input, StateSystem system, TextureManager textureManager, SoundManager soundManager, LevelManager levelManager, PersistantGameData gameData, Font generalFont, Font titleFont) { _input = input; _system = system; _gameData = gameData; _titleFont = titleFont; _generalFont = generalFont; _soundManager = soundManager; _levelManager = levelManager; _textureManager = textureManager; _score = new GUI("Score", generalFont, new Vector(400, 350, 0)); _lives = new GUI("Lives", generalFont, new Vector(-600, 350, 0)); OnGameStart(); }
public KabajiEgara(PersistantGameData data, StateSystem system, Input input, Font generalFont, Font titleFont) { _gameData = data; _system = system; _input = input; _generalFont = generalFont; _titleFont = titleFont; _titleHelp = new Text("Kabaji Egara", _titleFont); //_blurbHelp = new Text("", _generalFont); _blurbHelp = new Text("COM-0513-10 2013", _generalFont); FormatText(_titleHelp, 300); FormatText(_blurbHelp, 200); }
public CreditState(PersistantGameData data, StateSystem system, Input input, Font generalFont, Font titleFont) { _gameData = data; _system = system; _input = input; _generalFont = generalFont; _titleFont = titleFont; _titleHelp = new Text("How to Play", _titleFont); _blurbHelp = new Text("", _generalFont); _blurbHelp = new Text("Directional keys-move,Enter or X(gamepad) to fire", _generalFont); FormatText(_titleHelp, 300); FormatText(_blurbHelp, 200); }
public GameOverState(PersistantGameData data, StateSystem system, Input input, Font generalFont, Font titleFont) { _gameData = data; _system = system; _input = input; _generalFont = generalFont; _titleFont = titleFont; _titleWin = new Text("Complete!", _titleFont); _blurbWin = new Text("Congratulations, you won!", _generalFont); _titleLose = new Text("Game Over!", _titleFont); _blurbLose = new Text("Please try again...", _generalFont); FormatText(_titleWin, 300); FormatText(_blurbWin, 200); FormatText(_titleLose, 300); FormatText(_blurbLose, 200); }
public Level(Input input, TextureManager textureManager, PersistantGameData gameData, SoundManager soundManager, PotatoEngine.Font generalFont) { _input = input; _textureManager = textureManager; _soundManager = soundManager; _gameData = gameData; _background = new ScrollingBackground(_textureManager.Get("background")); _background.SetScale(2, 2); _background.Speed = 0.15f; _backgroundLayer = new ScrollingBackground(_textureManager.Get("background_layer_1")); _backgroundLayer.SetScale(2, 2); _backgroundLayer.Speed = 0.1f; _planet_28 = new Sprite(); _planet_28.Texture = _textureManager.Get("planet_28"); _planet_28.SetScale(0.5, 0.5); _planet_28.SetPosition(300, -300); _playArea = new RectangleF(-1260 / 2, -750 / 2, 1260, 750); _bulletManager = new BulletManager(_playArea); _effectsManager = new EffectsManager(_textureManager); _playerCharacter = new PlayerCharacter(_textureManager, _effectsManager, _bulletManager, _playArea); if (_gameData.NewGame) { _playerCharacter.Lives = _startLives; _playerCharacter.Score = 0; } else { _playerCharacter.Lives = _gameData.Lives; _playerCharacter.Score = _gameData.Score; } _enemyManager = new EnemyManager(_textureManager, _effectsManager, _bulletManager, _playerCharacter, _playArea, _gameData.CurrentLevel.Enemies, -1300); Finished = false; }
public Level(Input input, TextureManager textureManager, PersistantGameData gameData) { _input = input; _gameData = gameData; _textureManager = textureManager; _effectsManager = new EffectsManager(_textureManager); _playerCharacter = new PlayerCharacter(_textureManager, _bulletManager); // -1300 is bad for two reasons // 1. It's a magic number in the middle of the code // 2. It's based on the size of the form but doesn't directly reference the size of the form // this means duplication and two places to edit the code if the form size changes. // The form size and the enemy manager play area size should both get their value // from one central place. _enemyManager = new EnemyManager(_textureManager, _effectsManager, _bulletManager, _playerCharacter, -1300); _background = new ScrollingBackground(textureManager.Get("background")); _background.SetScale(2, 2); _background.Speed = 0.15f; _backgroundLayer = new ScrollingBackground(textureManager.Get("background_layer_1")); _backgroundLayer.Speed = 0.1f; _backgroundLayer.SetScale(2.0, 2.0); }