Esempio n. 1
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 public Rail(BulletManager pParent, GameplayScreen pGameplayScreen)
     : base(pGameplayScreen)
 {
     m_pParent = pParent;
     this.Animation = new SimpleAnimation(m_pParent.RailTexture, Vector2.Zero, 1, 5, 250);
     this.Animation.Loop = false;
 }
Esempio n. 2
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 public Level(GameplayScreen pParent)
 {
     m_pBounds = new Circle(Vector2.Zero, 10);
     Console.WriteLine(m_pBounds.Center.ToString());
     m_pBoundingBox = new BoundingBox2D(0, 0, 62, 62);
     Console.WriteLine(m_pBoundingBox.ToString());
 }
Esempio n. 3
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 public FlickeringLight(GameplayScreen pParent)
     : base(pParent)
 {
     this.Collidiable = false;
     m_rgTimes = new float[m_nMaxStatuses];
     m_rgTimes[0] = 1500;
     m_rgTimes[1] = 1800;
     m_rgTimes[2] = 2000;
     m_rgTimes[3] = 2500;
     m_rgTimes[4] = 3000;
     m_rgTimes[5] = 6500;
     m_rgTimes[6] = 7000;
     m_rgTimes[7] = 9000;
     m_rgTimes[8] = 11000;
     m_rgTimes[9] = 16000;
 }
Esempio n. 4
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        public Player(GameplayScreen pParent, int nPlayer)
            : base(pParent)
        {
            m_nPlayer = nPlayer;

            if (nPlayer == 1)
            {
                m_rgPositions[(int)TextPositions.PLAYERNAME] = new Vector2(10, 10);
                m_rgPositions[(int)TextPositions.PLAYERHEALTH] = new Vector2(10, 30);
                m_rgPositions[(int)TextPositions.PLAYERSCORE] = new Vector2(10, 50);
                m_rgPositions[(int)TextPositions.PLAYERWEAPONNAME] = new Vector2(10, 680);
                m_rgPositions[(int)TextPositions.PLAYERWEAPONICON] = new Vector2(10, 700);
            }
            else
            {
                m_rgPositions[(int)TextPositions.PLAYERNAME] = new Vector2(1000, 10);
                m_rgPositions[(int)TextPositions.PLAYERHEALTH] = new Vector2(1000, 30);
                m_rgPositions[(int)TextPositions.PLAYERSCORE] = new Vector2(1000, 50);
                m_rgPositions[(int)TextPositions.PLAYERWEAPONNAME] = new Vector2(1000, 680);
                m_rgPositions[(int)TextPositions.PLAYERWEAPONICON] = new Vector2(1000, 700);
            }

            m_fMaxHealth = pParent.GameConfiguration.PlayerLives;
            m_fHealth = m_fMaxHealth;
        }
Esempio n. 5
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 public Bullet(BulletManager pParent, GameplayScreen pGameplayScreen)
     : base(pGameplayScreen)
 {
     m_pParent = pParent;
     this.Animation = new SimpleAnimation(m_pParent.Texture, Vector2.Zero, 0, 1, 0);
 }
Esempio n. 6
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 public GameEditor(GameplayScreen pParent)
 {
     m_pParent = pParent;
 }
Esempio n. 7
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 public BloodMaggot(GameplayScreen pParent)
     : base(pParent)
 {
     this.EnemyType = EnemyType.BLOODMAGGOT;
 }
Esempio n. 8
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 public GameObject(GameplayScreen pParent)
 {
     m_pParent = pParent;
     m_pBoundingBox2D = new BoundingBox2D(0, 0, 0, 0);
 }
Esempio n. 9
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 public BaseEnemy(GameplayScreen pParent)
     : base(pParent)
 {
 }
Esempio n. 10
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 public LightEngine(GameplayScreen pParent)
 {
     m_pParent = pParent;
     m_pBackgroundSize = new Rectangle(0, 0, m_pParent.Parent.GraphicsDevice.PresentationParameters.BackBufferWidth, m_pParent.Parent.GraphicsDevice.PresentationParameters.BackBufferHeight);
 }
Esempio n. 11
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 public BulletManager(GameplayScreen pParent)
 {
     m_pParent = pParent;
 }
Esempio n. 12
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 public EnemyManager(GameplayScreen pParent)
 {
     m_pParent = pParent;
 }
Esempio n. 13
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 public AnimationManager(GameplayScreen pParent)
 {
     m_pParent = pParent;
 }
Esempio n. 14
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 public TempEnemy(GameplayScreen pParent)
     : base(pParent)
 {
     this.EnemyType = EnemyType.TEMP;
 }