private void RegisterServices() { // 2D - SpriteBatch Services.AddService(new SpriteBatch(GraphicsDevice)); // 3D - Effect basicEffect = new BasicEffect(GraphicsDevice); basicEffect.EnableDefaultLighting(); Services.AddService(basicEffect); advancedEffect = Content.Load <Effect>("customShader"); Services.AddService(advancedEffect); // Sound SoundBankManager soundManager = new SoundBankManager(); Services.AddService(soundManager); // input inputManager = new InputManager(); Services.AddService(typeof(IInputManager), inputManager); // game manager gameManager = new GameManager(); Services.AddService(gameManager); }
public override void Fire() { TankBullet bullet = new TankBullet(ModelType.BULLET1, this); bullet.Tag = this.Tag + "Bullet"; // set bullet position & facing direction bullet.transformation.WorldMatrix = renderer.GetCanonHeadWorldMatrix(); bullet.transformation.ScaleMatrix = Matrix.Identity; bullet.AddToGameWorld(); //Game.Components.Add(bullet); // play sound SoundBankManager soundManager = Game.Services.GetService <SoundBankManager>(); soundManager.PlaySound(SoundType.TankFire); }
private void ChangeState() { // Clear all components Game.Components.Clear(); // Add managers soundManager = Game.Services.GetService <SoundBankManager>(); inputManager = (InputManager)Game.Services.GetService <IInputManager>(); Game.Components.Add(this); Game.Components.Add(inputManager); // reset cursor inputManager.toggleCursor(true); // reset pause state isPaused = false; // reset bgm if (bgm != null) { bgm.Stop(); } }