Esempio n. 1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="GameConsole"/> class.
        /// </summary>
        /// <param name="area">The area.</param>
        /// <param name="graphicsDevice">The graphics device.</param>
        /// <param name="keyboard">The keyboard.</param>
        /// <param name="backgroundTexture">The background texture.</param>
        public GameConsole(Rectangle area, GraphicsDevice graphicsDevice, KeyboardInput keyboard, Texture2D backgroundTexture)
        {
            this.graphicsDevice = graphicsDevice;
            this.spriteBatch = new SpriteBatch(graphicsDevice);
            this.keyboard = keyboard;

            this.Area = area;
            this.Size = byte.MaxValue;
            this.BackgroundTexture = backgroundTexture;
            this.BackgroundColor = new Color(0, 0, 0, 0.7f);
            this.DefaultTextColour = Color.WhiteSmoke;
            this.WarningTextColour = Color.Yellow;
            this.ErrorTextColour = Color.Red;
            this.TextScale = 0.5f;
            this.TabLength = 4;
            Logger.Global.LogAddedEvent += LogAdded;
            Logger.Global.Log("GameConsole activated.", LogLevel.Debug);

            this.SetupBroker();
        }
Esempio n. 2
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        public Ship(Texture2D shiptexture, Texture2D bullettexture, EntityState es)
            : base(es)
        {
            Body = new Body(this, new Vector2(es.GameRef.Viewport.Width / 2.0f, es.GameRef.Viewport.Height / 2.0f),
                            new Vector2(shiptexture.Width, shiptexture.Height));
            Components.Add(Body);

            Physics = new Physics(this) { Drag = 0.9f };
            Components.Add(Physics);

            Render = new Render(this, shiptexture) { Scale = .5f };
            Components.Add(Render);

            Weapon = new Gun(this, bullettexture);
            Components.Add(Weapon);

            Health = new Health(this, 5);
            Health.DiedEvent += Destroy;
            Health.DiedEvent += EmitEventHandler;
            Components.Add(Health);

            Collision = new Collision(this);
            Components.Add(Collision);

            ThrustEmitter = new ThrustEmitter(this, StateRef.GameRef.Game.Content.Load<Texture2D>(@"particles/thrustparticle"));
            Components.Add(ThrustEmitter);

            DeathEmitter = new DeathEmitter(this, StateRef.GameRef.Game.Content.Load<Texture2D>(@"particles/shipdeathparticle123"));
            Components.Add(DeathEmitter);

            _attackkey = new KeyboardInput(Keys.Enter);
            _upkey = new KeyboardInput(Keys.W);
            _downkey = new KeyboardInput(Keys.S);
            _leftkey = new KeyboardInput(Keys.A);
            _rightkey = new KeyboardInput(Keys.D);
            _debugkey = new KeyboardInput(Keys.L);
        }
Esempio n. 3
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 public DoubleInput(Keys key, Buttons button, PlayerIndex pi)
 {
     Key = new KeyboardInput(key);
     Button = new GamePadInput(button, pi);
 }
Esempio n. 4
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>(@"Arial");

            playerAnimations = new PlayerAnimations(Content);
            playerInterface = new Interface(Content);
            player = new Player(playerAnimations);
            keyboardInput = new KeyboardInput();
            database = new DatabaseClass();
            collision = new Collision();
            enemies = new List<Enemy>();
            level = new Level(Content);
            menu = new Menu(Content);
            text = new Text();

            GlobalVars.currentState = GlobalVars.gameState.mainMenu;
        }