Esempio n. 1
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 /// <summary>
 /// The main entry point for the application.
 /// </summary>
 static void Main(string[] args)
 {
     using (Game1 game = new Game1())
     {
         game.Run();
     }
 }
Esempio n. 2
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 public SpriteManager(Game1 game)
     : base(game)
 {
     this.game = game;
     rnd = new Random();
     gameField = Game.Window.ClientBounds;
     gameField.Width -= barFieldWidth;
     // TODO: Construct any child components here
 }
 public SmokePlumeParticleSystem(Game1 game, int howManyEffects)
     : base(game,howManyEffects)
 {
 }
Esempio n. 4
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 /// <summary>
 /// Constructs a new ParticleSystem.
 /// </summary>
 /// <param name="game">The host for this particle system. The game keeps the 
 /// content manager and sprite batch for us.</param>
 /// <param name="howManyEffects">the maximum number of particle effects that
 /// are expected on screen at once.</param>
 /// <remarks>it is tempting to set the value of howManyEffects very high.
 /// However, this value should be set to the minimum possible, because
 /// it has a large impact on the amount of memory required, and slows down the
 /// Update and Draw functions.</remarks>
 protected ParticleSystem(Game1 game, int howManyEffects)
     : base(game)
 {
     this.game = game;
     this.howManyEffects = howManyEffects;
 }
 public ExplosionParticleSystem(Game1 game, int howManyEffects)
     : base(game, howManyEffects)
 {
 }