public Balon(game Tg) : base(Tg, 1000, 1000, 3) { // TODO lol PMove = new RandomMove(this); //PMove = new AlwaysAttackMove(this); }
public Bomba(game Tg) : base(Tg) { TimeLeft = 3; g.sec.seconderTrigger += SeconderHandler; //TriggerOver += Explode; }
public HumanPlayer(game Tg) : base(Tg, 1000,1000, 4) { // TODO sprawdzić czy faktycznie player porusza się // z prędkością 4 pola na sek leave = false; PMove = new HumanMove(this); }
public Board(game Tg, string FileName) { g = Tg; r = new Random((int)DateTime.Now.Ticks); LoadFromFile(FileName); GenerateRandomBoard(DateTime.Now.Millisecond); // TODO zamienić 666 na coś innego (seed) Bonuses[2, 3] = new Moneta(g); Fields[2, 4] = new Bomba(g); if (Fields.GetLength(0) != Bonuses.GetLength(0)) throw new Exception ("Wymiary szerokości plansz nie zgadzają się"); if (Fields.GetLength(1) != Bonuses.GetLength(1)) throw new Exception ("Wymiary wysokości plansz nie zgadzają się"); }
public Duch(game Tg) : base(Tg, 1000, 1000, 2) { // TODO lol ;p PMove = new GhostRandomMove(this); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// void Finished_handler(object sender, EventArgs e) { MenuActive = true; g = new game(this); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); pacman = Content.Load<Texture2D>("pacman"); korytarz = Content.Load<Texture2D>("korytarz"); mur = Content.Load<Texture2D>("mur"); point = Content.Load<Texture2D>("point"); heart = Content.Load<Texture2D>("heart"); usmiech = Content.Load<Texture2D>("usmiech"); moneta = Content.Load<Texture2D>("moneta"); bomba = Content.Load<Texture2D>("bomba"); balon = Content.Load<Texture2D>("balon"); drzwi = Content.Load<Texture2D>("drzwi"); duch = Content.Load<Texture2D>("duch"); gabka = Content.Load<Texture2D>("gabka"); kropla = Content.Load<Texture2D>("kropla"); ogien = Content.Load<Texture2D>("ogien"); wrotki = Content.Load<Texture2D>("wrotki"); zegar = Content.Load<Texture2D>("zegar"); FontMenu = Content.Load<SpriteFont>("FontMenu"); penguins = Content.Load<Texture2D>("Penguins"); g = new game(this); g.GameFinished += Finished_handler; menu = new MainMenu(this, spriteBatch); g.pause(); // TODO: use this.Content to load your game content here }
public Kropla(game Tg) : base(Tg, 1000,1000, 4) { // TODO PMove = new AttackNearbyMove(this); }
public Zegar(game Tg) : base(Tg) { }
public Ogien(game Tg) : base(Tg) { }
public Moneta(game Tg) : base(Tg) { }
public Bonus(game Tg) : base(Tg) { lifetime = 8; g.sec.seconderTrigger += SecHandler; }
public Drzwi(game Tg) : base(Tg) { }
public BombTrail(game Tg) : base(Tg) { //CreationTime = Tg. }
public Gabka(game Tg) : base(Tg, 1000, 1000, 4) { // TODO pieprzyć C# PMove = new AttackNearbyMove(this); }
public Material(game Tg) : base(Tg) { }
public Usmiech(game Tg) : base(Tg, 1000,1000, 6) { // TODO PMove = new AlwaysAttackMove(this); }
public Serce(game Tg) : base(Tg) { }
public Object(game Tg) { g = Tg; }
public BlokTrwaly(game Tg) : base(Tg) { }
public Korytarz(game Tg) : base(Tg) { }
public BlokNietrwaly(game Tg) : base(Tg) { }