public BlockFactory(Runner runner, int defaultAnimNb, ContentManager content) { this._farthestBlock = null; this._runner = runner; this._defaultAnimNb = defaultAnimNb; this._content = content; }
public SlidingBlock(Texture2D tex, Vector2 pos, Runner r, int spriteFrameCount, Vector2 velocity) : base(tex, pos, r, spriteFrameCount, velocity) { if (pos.Y > 240) Direction = -1; else Direction = 1; }
public SlidingBlock(Texture2D tex, Vector2 pos, Runner r) : base(tex, pos, r) { if (pos.Y > 240) Direction = -1; else Direction = 1; }
public ChunkGenerator(Runner r, int mapW, int mapH, ContentManager Content) : base() { _mapHeight = mapH; _mapWidth = mapW; _runner = r; _content = Content; _blockFactory = new BlockFactory(_runner, 8, _content); }
public Block(Texture2D tex, Vector2 position, Runner r) : base(true, 4) { _texture = tex; runner = r; IsBeingDestroyed = false; Destroyed = false; SpriteFrameCount = 1; Position = position; Velocity = new Vector2(-((float)GameSettings.ScrollSpeed), 0f); Dimensions = new Vector2(GameSettings.BlockWidth, GameSettings.BlockHeight); }
public Block(Texture2D tex, Vector2 position, Runner r, int spriteFramesCount, Vector2 velocity) : base(true, 1) { _texture = tex; SpriteFrameCount = spriteFramesCount; IsBeingDestroyed = false; Destroyed = false; runner = r; Dimensions = new Vector2(GameSettings.BlockWidth, GameSettings.BlockHeight); Position = position; Velocity = velocity; }
public ReboundBlock(Texture2D tex, Vector2 pos, Runner r, int spriteFrameCount, Vector2 velocity) : base(tex, pos, r, spriteFrameCount, velocity) { }
public ReboundBlock(Texture2D tex, Vector2 pos, Runner r) : base(tex, pos, r) { }
public AutoDestructiveBlock(Texture2D tex, Vector2 pos, Runner r, int spriteFrameCount, Vector2 velocity) : base(tex, pos, r, spriteFrameCount, velocity) { }
public DestructibleBlock(Texture2D tex, Vector2 pos, Runner r, int spriteFrameCount) : base(tex, pos, r, spriteFrameCount) { }
public AutoDestructiveBlock(Texture2D tex, Vector2 pos, Runner r) : base(tex, pos, r) { }
public TeleporterEntranceBlock(Texture2D tex, Vector2 pos, Runner r, int spriteFrameCount, Vector2 velocity) : base(tex, pos, r, spriteFrameCount, velocity) { Exit = null; Blocking = false; }
public TeleporterEntranceBlock(Texture2D tex, Vector2 pos, Runner r) : base(tex, pos, r) { Exit = null; Blocking = false; }
public override void Initialize() { Blocks = new List<Block>(); _toDelete = new List<Block>(); /*bool toto = File.Exists("Content/Maps/0.txt"); bool tata = File.Exists("../0.txt"); StreamReader sr = new StreamReader("Content/Maps/0.txt"); String s = sr.ReadLine(); Console.WriteLine(s); */ if (GameSettings.AllowMusic && GameSettings.VolumeOn) { MediaPlayer.Play(Content.Load<Song>("gamesound")); MediaPlayer.IsRepeating = true; } _buttonHitBox = new Rectangle(0, _mapHeight - 120, 120, 120); ScoreManager.getInstance().CurrentScore = 0; _runner = new Runner(_runnerTexture, new Vector2(_mapWidth / 2, _mapHeight / 2), Blocks); _runner.ZIndex = 5; //_blockGenerator = new LolBlockGenerator(_runner, _mapWidth, _mapHeight, Content); _blockGenerator = new ChunkGenerator(_runner, _mapWidth, _mapHeight, Content); _particleEmitter = new ParticleEmitter(new RainbowParticleGenerator(Content.Load<Texture2D>("star")), new Vector2(700, 240), GameSettings.ParticleGenerationCount); _particleEmitter.ZIndex = 2; _particleEmitter.Stop(); #if WINDOWS _exitbutton = new Sprite(Content.Load<Texture2D>("ingameexitbutton"), new Vector2(0, 50)); #endif _pausebutton = new Sprite(Content.Load<Texture2D>("pause"), new Vector2(_mapWidth - 75, 10)); this.Components.Add(new Background(Content.Load<Texture2D>("background2"), GameSettings.BackGroundScrollSpeed / 2, true)); this.Components.Add(new Background(Content.Load<Texture2D>("background1"), GameSettings.BackGroundScrollSpeed, true)); this.Components.Add(_particleEmitter); this.Components.Add(_runner); base.Initialize(); }
public SpeedupBlock(Texture2D tex, Vector2 pos, Runner r, int spriteFrameCount) : base(tex, pos, r, spriteFrameCount) { }
public SpeedupBlock(Texture2D tex, Vector2 pos, Runner r) : base(tex, pos, r) { }