This is the main type for your game
Inheritance: Microsoft.Xna.Framework.Game
Esempio n. 1
0
 /// <summary>
 /// The main entry point for the application.
 /// </summary>
 static void Main(string[] args)
 {
     using (Game1 game = new Game1())
     {
         game.Run();
     }
 }
        public TCheckBoxOption(Game1.StructOptionsMain structOptionsMain, StructCheckBox structCheckBox)
        {
            //GRAPHICS
            this.graphics = structOptionsMain.Graphics;

            //TEXTURES
            this.txCheckedBox = structCheckBox.TxCheckedBox;
            this.txUnCheckedBox = structCheckBox.TxUnCheckedBox;
            if (stateCheckBoxLeft)
            {
                this.txCheckBoxLeft = txCheckedBox;
                this.txCheckBoxRight = txUnCheckedBox;
            }
            else
            {
                stateCheckBoxLeft = true;
                this.txCheckBoxLeft = txUnCheckedBox;
                this.txCheckBoxRight = txCheckedBox;
            }

            //TEXTURES POSITIONS
            this.PosCheckBoxLeft = structCheckBox.PosCheckBoxLeft;
            this.PosCheckBoxRight = structCheckBox.PosCheckBoxRight;

            //TEXTURES SIZES
            this.vecSizeCheckBox = structCheckBox.VecSizeCheckBox;

            //COLOUR
            this.col = Color.White;

            //INITIALIZE
            Init();
        }
Esempio n. 3
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        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            gsm = new GamestateManager();
            //graphics.IsFullScreen = true;
            graphics.PreferredBackBufferHeight = 500;
            graphics.PreferredBackBufferWidth = 900;
            Content.RootDirectory = "Content";
            ExitGame = this;
            ch = new ControlHandler();
            r = new Random();
            p = new Player(ch);
            scores = new Highscores();

            intro = new AsteroidsIntro();
            credit = new Credit();

            screenHeight = graphics.PreferredBackBufferHeight;
            screenWidth = graphics.PreferredBackBufferWidth;
            drawShield = false;
            intersected = false;
            randomized = false;
            shield = new Classes.Perks.ShieldPerk(Content, p);
            speedUp = new Classes.Perks.SpeedUpPerk(Content, p);
            extraLife = new Classes.Perks.ExtraLifePerk(Content, p);
            machineGun = new Classes.Perks.MachineGunPerk(Content, p);
            hud = new HUD(screenWidth, screenHeight, shield);
            pickUp = new Pickup();

            numOfAsteroids = 3;
            currentGameState = 1;
        }
Esempio n. 4
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        public TSoundOption(Game1.StructOptionsMain structOptionsMain, StructSound structSound)
        {
            //GRAPHICS
            this.graphics = structOptionsMain.Graphics;

            //TEXTURES
            this.txSoundBar = structSound.TxSoundBar;
            this.txBarCursor = structSound.TxSoundBarCursor;
            this.txArrowLeft = structSound.TxArrowLeft;
            this.txArrowRight = structSound.TxArrowRight;

            //TEXTURES POSITIONS
            this.posSoundBar = structSound.PosSoundBar;
            this.posArrowLeft = structSound.PosArrowLeft;
            this.posArrowRight = structSound.PosArrowRight;

            //TEXTURES SIZES
            this.sizeSoundBar = structSound.SizeSoundBar;
            this.sizeBarCursor = structSound.SizeSoundBarCursor;
            this.sizeArrow = structSound.SizeArrow;

            //COLOUR
            this.col = Color.White;

            //INITIALIZE
            barCursorHeigthFloat = posSoundBar.Y += 0.30f;
            MakeResolutionArray();
            Init();
        }
        public TResolutionOption(Game1.StructOptionsMain structOptionsMain, StructResolution structResolution)
        {
            //GRAPHICS
            this.graphics = structOptionsMain.Graphics;

            //TEXTURES
            this.txResolutionBar = structResolution.TxResolutionBar;
            this.txArrowLeft = structResolution.TxArrowLeft;
            this.txArrowRight = structResolution.TxArrowRight;

            //TEXTURES POSITIONS
            this.posResolutionBar = structResolution.PosResolutionBar;
            this.posArrowLeft = structResolution.PosArrowLeft;
            this.posArrowRight = structResolution.PosArrowRight;

            //TEXTURES SIZED
            this.sizeResolutionBar = structResolution.SizeResolutionBar;
            this.sizeArrow = structResolution.SizeArrow;
            this.sizeResolutionBar = structResolution.SizeResolutionBar;

            //COLOUR
            this.col = Color.White;

            //INITIALIZE
            this.temp = posResolutionBar;
            Init();
        }
Esempio n. 6
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 public Game1()
 {
     graphics = new GraphicsDeviceManager(this);
     gsm = new GamestateManager();
     //graphics.IsFullScreen = true;
     graphics.PreferredBackBufferHeight = 500;
     graphics.PreferredBackBufferWidth = 900;
     Content.RootDirectory = "Content";
     ExitGame = this;
     ch = new ControlHandler();
     r = new Random();
     p = new Player();
     hud = new HUD();
     oMenu = new OptionsMenu(graphics, Content);
     intro = new AsteroidsIntro();
     screenHeight = graphics.PreferredBackBufferHeight;
     screenWidth = graphics.PreferredBackBufferWidth;
     numOfAsteroids = 3;
     currentGameState = 1;
 }
 static void Main()
 {
     game = new Game1();
     game.Run();
 }
Esempio n. 8
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 public OptionsMenu(Game1.StructOptionsMain structOptionsMain)
 {
     this.structOptionsMain = structOptionsMain;
     this.graphics = structOptionsMain.Graphics;
     this.Content = structOptionsMain.Content;
     this.ch = structOptionsMain.Ch;
 }