/// <inheritdoc /> /// <summary> /// Adds a new control state, assumed to apply to all valid view states. /// </summary> /// <param name="controlState"> /// Control state definition object. /// </param> public void AddControlState(IControlState controlState) { foreach (string viewState in _validStates) { AddControlState(viewState, controlState); } }
public Player( Game game, IControlState p_controls ) : base(game) { Lives = 3; Score = 0; m_Controls = p_controls; m_NextLiveAt = c_PointsPerLife; m_Position = new Vector2( Game.GraphicsDevice.Viewport.Width / 2, Game.GraphicsDevice.Viewport.Height - Sprite.Height ); }
/// <inheritdoc /> /// <summary> /// Adds a new control state, assumed to apply only to the given view state. /// </summary> /// <param name="state"> /// View state /// </param> /// <param name="controlState"> /// Control state definition object. /// </param> public void AddControlState(string state, IControlState controlState) { // Add name, if not seen before if (!_controlIDs.Contains(controlState.ID)) { _controlIDs.Add(controlState.ID); } _controlStateMap[state][controlState.ID] = controlState; }
public Player( IControlState p_controls, GraphicsDevice p_Device, ContentManager p_Manager ) { if( s_Sprite == null ) { s_Sprite = p_Manager.Load<Texture2D>( "Ship" ); } Lives = 3; Score = 0; m_Device = p_Device; m_Manager = p_Manager; m_Controls = p_controls; m_NextLiveAt = c_PointsPerLife; m_StartingPosition = new Vector2( ( p_Device.Viewport.Width / 2 ) - ( Sprite.Width / 2 ), p_Device.Viewport.Height - ( Sprite.Height / 2 ) ); m_Position = new Vector2( p_Device.Viewport.Width / 2, p_Device.Viewport.Height - Sprite.Height ); }
public static void Restore(this Control control, IControlState state) { state.Restore(control); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { GamePadState = new ControllerOneControlState( this ); Components.Add( GamePadState ); #if Threading Thread _StarThread = new Thread( CreateStars ); _StarThread.Start(); #endif base.Initialize(); }