public BuildingBoardState(Game game) : base(game) { game.Services.AddService(typeof(IBuildingBoardState), this); scrollingBackgroundManager = new ScrollingBackgroundManager(game, "Textures\\"); game.Components.Add(scrollingBackgroundManager); scrollingBackgroundManager.ScrollRate = -1f; celAnimationManager = (ICelAnimationManager)game.Services.GetService(typeof(ICelAnimationManager)); startMenuState = (StartMenuState)game.Services.GetService(typeof(IStartMenuState)); allHidenPoints = SetHidenTiles(); // set all the allHidenPoints player = new Player(game) { myTurn = true }; enemy = new Player(game); player.pawns = new Pawn[player.army_size]; enemy.pawns = new Pawn[player.army_size]; remainShapesToPutOnBigEmptyBoard = 5; // set the number of shapes we exepted on board as 5 soundEffect = (ISoundManager)game.Services.GetService(typeof(ISoundManager)); isPlayBadPlaceSoundEffect = true; // for the algorithm about activate the badPlace sound // we dont see any shape: dragingShape = null; hideShape = true; }
/// <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() { viewportHeight = graphics.GraphicsDevice.Viewport.Height; viewportWidth = graphics.GraphicsDevice.Viewport.Width; //string[] playList = { "Song1", "Song2", "Song3" }; //sound.StartPlayList(playList); base.Initialize(); //The background game component creates this //we want access so we get the service after the components initialize sbm = (ScrollingBackgroundManager)Services.GetService( typeof(IScrollingBackgroundManager)); }
public Game1() { random = new Random(); graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1000; graphics.PreferredBackBufferHeight = 600; scrollingBackgroundManager = new ScrollingBackgroundManager(this, "Textures\\"); Components.Add(scrollingBackgroundManager); ScreenWidth = graphics.PreferredBackBufferWidth; ScreenHeight = graphics.PreferredBackBufferHeight; Content.RootDirectory = "Content"; inputHandler = new InputHandler(this); Components.Add(inputHandler); celAnimationManager = new CelAnimationManager(this, "Textures\\"); Components.Add(celAnimationManager); player = new Player(this); ghost_for_cloning = new Ghost(this, player, random); sprites = new List <Sprite>() { new Ghost(this, player, random), new Ghost(this, player, random), new Ghost(this, player, random), new Ghost(this, player, random), ghost_for_cloning, player }; foreach (Sprite sprite in sprites) { Components.Add(sprite); } Components.Remove(ghost_for_cloning);//we dont want to draw this ghost }
public Background(Game game, string contentPath) : base(game) { sbm = new ScrollingBackgroundManager(game, contentPath); game.Components.Add(sbm); }