public ModelManager(Game game, ScreenManager screenManager) : base(game) { this.game = game; this.screenManager = screenManager; this.texManager = ((Spectrum)game).texManager; this.buttonHandler = new ButtonHandler(game); }
public Bubble(Model model, Game game, Camera camera, OctTree octTree, Vector3 startPosition, Vector3 startDirection, Vector3 startUp, BasicCube[] worldMap, ScreenManager screenManager) : base(model, game) { this.octTree = octTree; // shadow = game.Content.Load<Effect>(@"Shader/Shadow"); movementHandler = new MovementAndInputHandler(game, this); collisionHandler = new CollisionHandler(game, this, screenManager, worldMap); effect = ((Spectrum)game).effect; texture = screenManager.texManager.getBubbleTexture(); this.camera = camera; this.currentPosition = startPosition; this.game = game; this.bubble = model; this.startPosition = startPosition; this.currentPosition = startPosition; movementHandler.setStartValues(startPosition, Vector3.Backward, Vector3.Up, Quaternion.Identity, SpectrumEnums.Orientation.posY); this.soundManager = ((Spectrum)game).soundManager; this.screenManager = screenManager; this.screenManager.setPlayer(this); }
//================== Music Settings Bars =====================// public PopUp(Game game, ScreenManager screenManager, Bubble player, SpectrumEnums.popUpId style = SpectrumEnums.popUpId.custom, string headline = "", string text = "") { this.position = new Vector2(game.Window.ClientBounds.Width / 2f, game.Window.ClientBounds.Height / 2f); this.game = game; this.texManager = ((Spectrum)game).texManager; this.screenManager = screenManager; this.player = player; this.headlineFont = screenManager.modelManager.getHeadlineFont(); this.textFont = screenManager.modelManager.getTextFont(); this.buttonHandler = screenManager.modelManager.buttonHandler; popUpTexture = texManager.getUITexture(style); currentStyle = style; switch (style) { case SpectrumEnums.popUpId.custom: this.headline = headline; this.text = text; break; case SpectrumEnums.popUpId.win: this.headline = "Congratulations!"; this.text = "You beat the level! \n You can go on with the next level \nor play again."; break; case SpectrumEnums.popUpId.lose: this.headline = "Game over"; this.text = "You lose, try again!"; break; } origin = new Vector2(popUpTexture.Width / 2f, popUpTexture.Height / 2f); center = new Vector2(position.X + recPosition.Width / 2f, position.Y + recPosition.Height / 2f); recPosition = new Rectangle((int)position.X - (int)origin.X, (int)position.Y - (int)origin.Y, popUpTexture.Width, popUpTexture.Height); setButtons(); }
protected override void Initialize() { currentGameState = SpectrumEnums.GameState.Start; effect = Content.Load<Effect>(@"Shader/Shader"); grayEffect = Content.Load<Effect>(@"Shader/Grayscale"); loadFromSaveFile(); gameAnalytics = new GameAnalytics(); this.texManager = new TextureManager(this); Components.Add(texManager); screenManager = new ScreenManager(this); Components.Add(screenManager); camera = new Camera(this, new Vector3(0, 10, 5), new Vector3(0, 8, 3), new Vector3(0, 5, 0)); Components.Add(camera); modelManager = new ModelManager(this, screenManager); Components.Add(modelManager); screenManager.setModelManager(modelManager); soundManager = new SoundManager(this); Components.Add(soundManager); // set render target in order to be able to apply post processing effets renderTarget = new RenderTarget2D(graphics.GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, true, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); this.IsMouseVisible = false; base.Initialize(); }