public Door(Texture2D texture, int row, int column, ScreenSpace screenSpace, LevelState levelState) { this.texture = texture; this.row = row; this.column = column; this.screenSpace = screenSpace; this.levelState = levelState; }
public Evidence(LevelState levelState, Texture2D texture, int row, int column, ScreenSpace gameArea) { this.levelState = levelState; this.texture = texture; this.row = row; this.column = column; this.gameArea = gameArea; }
public EnemyStyle1(Texture2D texture, Map map, int row, int column, ScreenSpace gameArea) { this.texture = texture; position = gameArea.GetTilePosition(row, column); velocity = new Vector2(-1.0f, 0); this.map = map; this.gameArea = gameArea; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { gameGraphics = new GameGraphics(Content); spriteBatch = new SpriteBatch(GraphicsDevice); screenSpace = new ScreenSpace(GraphicsDevice); GoToIntro(); }
public Bomb(GameGraphics graphics, int row, int column, int seconds, ScreenSpace screenSpace, TileMap tileMap) { this.graphics = graphics; this.row = row; this.column = column; this.seconds = seconds; this.screenSpace = screenSpace; this.tileMap = tileMap; }
public Map( ScreenSpace gameArea, TileMap tileMap, GameGraphics graphics) { this.gameArea = gameArea; this.tileMap = tileMap; this.graphics = graphics; }
public Intro(GameGraphics graphics, ScreenSpace screenSpace, ScreenController screenController) { this.graphics = graphics; this.screenController = screenController; display = new IntroText(graphics, screenSpace, introText); fadeInOutTimer = new AnimationTimer(150, () => display.Animate()); changeLineTimer = new AnimationTimer(3000, () => display.Transition()); Thread.Sleep(200); }
public IntroText( GameGraphics graphics, ScreenSpace screenSpace, string[] text) { foreach (var line in text) { lines.Add(new LineOfText(graphics, screenSpace, line)); } }
public LineOfText( GameGraphics graphics, ScreenSpace screenSpace, string text) { this.graphics = graphics; this.text = text; textCentre = graphics.MainFont.MeasureString(text) / 2; textPosition = screenSpace.ScreenCenter; CurrentFade = Fade.Invisible; }
public Progress( ScreenSpace screenSpace, GameGraphics graphics, GameState gameState, ScreenController screenController) { this.graphics = graphics; this.gameState = gameState; this.screenController = screenController; position = screenSpace.ScreenCenter - new Vector2(200, 200); levelsCompletePosition = screenSpace.ScreenCenter - new Vector2(100, 230); nextLevelPosition = screenSpace.ScreenCenter + new Vector2(-100, 210); currentDetectivePosition = new Vector2(0, 550); }
protected Level( string levelName, GameGraphics graphics, ScreenController screenController, GameState gameState, ScreenSpace screenSpace ) { this.levelName = levelName; this.graphics = graphics; this.screenController = screenController; this.gameState = gameState; this.screenSpace = screenSpace; }
public Player( GameState gameState, ScreenController screenController, GameGraphics graphics, ScreenSpace gameArea, Map level, LevelState state, Vector2 respawnPosition) { this.screenController = screenController; this.graphics = graphics; this.screenSpace = gameArea; this.level = level; this.state = state; this.gameState = gameState; this.respawnPosition = respawnPosition; position = respawnPosition; direction = Direction.Right; }
public LivesIndicator(Texture2D life, ScreenSpace gameArea, GameState gameState) { this.gameState = gameState; this.gameArea = gameArea; this.life = life; }