public Asteroid(Wilderness wild, Vector2 vector) { Wilderness = wild; Position = vector; LoadContent(); this.Type = GameType.Unmovable; this.LocalBounds = new Rectangle((int)Position.X, (int)Position.Y, 25, 25); }
public Spaceship(Vector2 position, Wilderness wild, string name) { this.Wilderness = wild; this.Position = position; this.Name = name; this.LocalBounds = new Rectangle((int)position.X,(int)position.Y,25,25); LoadContent(); }
public Enemy(Vector2 position, Wilderness wild, string name) { this.Position = position; this.Wilderness = wild; this.Name = name; this.Type = GameType.Enemy; this.mEngine = new AIEngine(this); this.currentBehaviour = Behaviour.None; this.IsAlive = true; random = new Random((int)(position.X + position.Y) - DateTime.Now.Millisecond); LoadContent(); mAnimator = new SuperNova.Graphics.Animator(mDie); this.LocalBounds = new Rectangle((int)Position.X, (int)Position.Y, 25, 25); }
public Spacestation(Wilderness wild, string name) { this.Wilderness = wild; this.Name = name; LoadContent(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); //We are going to pass that state down the line to the player MouseState state = Mouse.GetState(); //Check the state of the game if (mState == GameState.Menu) { switch (mainMenu.Update(gameTime, state)) { case 0: //New game break; case 1: //Load saved game mWildness = new Wilderness(this.Services, this.GraphicsDevice.Viewport.TitleSafeArea, true); this.mState = GameState.Game; break; case 2: //Quit this.Exit(); break; } } else if(mState == GameState.Game) { if (mWildness.Direction == Directions.None) { mWildness.Update(gameTime, state); } else { Point newPoint; switch (mWildness.Direction) { case Directions.North: newPoint = mWildness.UniversalPosition; newPoint.Y -= 1; mWildness = new Wilderness(this.Services, newPoint, this.GraphicsDevice.Viewport.TitleSafeArea, false); break; case Directions.South: newPoint = mWildness.UniversalPosition; newPoint.Y += 1; mWildness = new Wilderness(this.Services, newPoint, this.GraphicsDevice.Viewport.TitleSafeArea, false); break; case Directions.East: newPoint = mWildness.UniversalPosition; newPoint.X += 1; mWildness = new Wilderness(this.Services, newPoint, this.GraphicsDevice.Viewport.TitleSafeArea, false); break; case Directions.West: newPoint = mWildness.UniversalPosition; newPoint.X -= 1; mWildness = new Wilderness(this.Services, newPoint, this.GraphicsDevice.Viewport.TitleSafeArea, false); break; } } } base.Update(gameTime); }