/// <summary> /// /// </summary> public static void LoadTextures(XNArkanoidGame pGame) { mBrickTextures.Clear(); mBrickTextures.Add(pGame.Content.Load <Texture2D>("Content\\Textures\\Bricks\\BrickNormal")); mBrickTextures.Add(pGame.Content.Load <Texture2D>("Content\\Textures\\Bricks\\BrickStone")); mBrickTextures.Add(pGame.Content.Load <Texture2D>("Content\\Textures\\Bricks\\BrickShadow")); }
/// <summary> /// /// </summary> public static void LoadTextures(XNArkanoidGame pGame) { mTexture = pGame.Content.Load <Texture2D>(@"Content\Textures\Vaus\vaus_normal"); mTextureLaser = pGame.Content.Load <Texture2D>(@"Content\Textures\Vaus\vaus_laser"); mTextureBigger = pGame.Content.Load <Texture2D>(@"Content\Textures\Vaus\vaus_bigger"); mTextureShot = pGame.Content.Load <Texture2D>(@"Content\Textures\Vaus\vaus_shot"); }
/// <summary> /// /// </summary> public Prize(XNArkanoidGame pGame, ePrizes pPrizeType, Vector2 pPos) : base(pGame) { mGame = pGame; mPrizeType = pPrizeType; mPosition = pPos; }
/// <summary> /// /// </summary> public Vaus(XNArkanoidGame pGame) : base(pGame) { this.mGame = pGame; this.mPosition.X = 100f; this.mSpeed = cSpeedNormal; this.Width = cWidthNormal; this.mShots = new List <Vector2>(); }
/// <summary> /// /// </summary> public UIDialog(Game pGame) : base(pGame) { if (pGame is XNArkanoidGame) { mGame = pGame as XNArkanoidGame; } mControls = new List <UIControl>(); }
/// <summary> /// /// </summary> public Level(XNArkanoidGame pGame) : base(pGame) { mGame = pGame; this.mBricks = new List <Brick>(); this.mBalls = new List <Ball>(); this.mDeadBalls = new List <Ball>(); this.mPrizes = new List <Prize>(); this.mDeadPrizes = new List <Prize>(); }
/// <summary> /// /// </summary> public static void LoadTextures(XNArkanoidGame pGame) { mPrizeTextures.Clear(); mPrizeTextures.Add(ePrizes.BreakToNextLevel, pGame.Content.Load <Texture2D>("Content\\Textures\\Prizes\\PrizeB")); mPrizeTextures.Add(ePrizes.CatchBall, pGame.Content.Load <Texture2D>("Content\\Textures\\Prizes\\PrizeC")); mPrizeTextures.Add(ePrizes.DisruptionIntoThreeBalls, pGame.Content.Load <Texture2D>("Content\\Textures\\Prizes\\PrizeD")); mPrizeTextures.Add(ePrizes.ExpandVaus, pGame.Content.Load <Texture2D>("Content\\Textures\\Prizes\\PrizeE")); mPrizeTextures.Add(ePrizes.Laser, pGame.Content.Load <Texture2D>("Content\\Textures\\Prizes\\PrizeL")); mPrizeTextures.Add(ePrizes.PlayerExtend, pGame.Content.Load <Texture2D>("Content\\Textures\\Prizes\\PrizeP")); mPrizeTextures.Add(ePrizes.SpeedDown, pGame.Content.Load <Texture2D>("Content\\Textures\\Prizes\\PrizeS")); }
/// <summary> /// Balls are created dynamically inside a game or when the game is reset, not when /// game starts. Thats why I pass the texture and spriteBatch as a parameter in the constructor /// instead of assigning them in the LoadGraphicsContent, which will be called just once at game start /// </summary> public Ball(XNArkanoidGame pGame) : base(pGame) { this.mGame = pGame; this.mDiameterPixels = 16; this.mRadiusPixels = 8; this.mDir = new Vector2(1f, -1f); this.mDir.Normalize(); this.mSpeed = cSpeedNormal; this.mBallState = eBallState.Normal; //XNArkanoid.mKeyboard.KeyDown += new global::XNArkanoid.Input.KeyboardInput.KeyDelegate(mKeyboard_KeyDown); }
/// <summary> /// /// </summary> public static void LoadTextures(XNArkanoidGame pGame) { mTexture = pGame.Content.Load <Texture2D>(@"Content\Textures\Balls\default_ball"); }
/// <summary> /// /// </summary> public Brick(XNArkanoidGame pGame) : base(pGame) { mGame = pGame; }