/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public Sprite(Game1 game, Texture2D texture, Vector2 position, Vector2 scale) : base(game) { _texture = texture; _position = position; _sourceRectangle = new Rectangle(0, 0, _texture.Width, _texture.Height); _color = Color.White; _scale = scale; _rotation = 0; _origin = Vector2.Zero; }
public SpawnManager(Game1 game) : base(game) { Components = new GameComponentCollection(); //for (int i = 0; i <= 30000; i += 1000) //{ // Console.WriteLine(i + ": " + CalcSpawnDelay(i)); //} _lastSpawnTime = TimeSpan.FromSeconds(0); LevelNumber = 1; }
public AnimatedSprite(Game1 game, Texture2D textureImage, Vector2 position, Point frameSize, Rectangle collisionOffset, Point currentFrame, Point sheetSize, Point frameOffset, string cueName, int millisecondsPerFrame = 16) : base(game, textureImage, position) { _frameSize = frameSize; _lastPosition = position; _lastDirection = 0; _collisionOffset = collisionOffset; _currentFrame = currentFrame; _sheetSize = sheetSize; _frameOffset = frameOffset; _cueName = cueName; _millisecondsPerFrame = millisecondsPerFrame; }
public Reticle(Game1 game, Texture2D textureImage, Vector2 position, Point frameSize, Rectangle collisionOffset, Point currentFrame, Point sheetSize, Point frameOffset, int millisecondsPerFrame = 16) : base(game, textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, frameOffset, null, millisecondsPerFrame) { _scale = new Vector2(0.5f); _lastFire = int.MinValue; _baseFireDelay = 150; _powerupFireDelay = 100; _fireDelay = _baseFireDelay; MaxAmmo = 60; CurrentAmmo = MaxAmmo; _reloadDuration = TimeSpan.FromSeconds(1.5); _origin = new Vector2(64, 64); }
public AutomatedSprite(Game1 game, Texture2D textureImage, Vector2 position, Point frameSize, Rectangle collisionOffset, Point currentFrame, Point sheetSize, Vector2 velocity, Point frameOffset, string cueName, float cogDist, int millisecondsPerFrame = 16, bool predator = false) : base(game, textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, frameOffset, cueName, millisecondsPerFrame) { _velocity = velocity; _cogDistSquared = cogDist * cogDist; _predator = predator; if (_predator) _maxHealth = 6; else _maxHealth = 2; _currentHealth = _maxHealth; GotoState(SpriteState.Walking); }
public MainMenu(Game1 game) : base(game) { }
public Sprite(Game1 game, Texture2D texture, Vector2 position) : this(game, texture, position, new Vector2(1, 1)) { }
public Sprite(Game1 game, Texture2D texture) : this(game, texture, Vector2.Zero) { }
public GameMode(Game1 game) : base(game) { CurrentState = ModeState.None; }
public Powerup(Game1 game, Texture2D texture) : base(game, texture) { Remove(); }