public SpaceShip( Game i_Game, GameScreen i_Screen, string i_AssetName, ShootsManager i_ShootsManager) : base(i_Game, i_Screen, i_AssetName) { m_ShootsManager = i_ShootsManager; m_SoundManager = SoundEffectsManager.GetInstance(i_Game); }
public EnemySpaceShipsMatrix( Game i_Game, GameScreen i_Screen, ShootsManager i_ShootsManager) : base(i_Game, i_Screen, k_Level1NumOfRows, k_Level1NumOfCols, k_RowSpace, k_ColSpace) { m_ShootsManager = i_ShootsManager; m_SoundManager = SoundEffectsManager.GetInstance(i_Game); m_Screen = i_Screen; DrawOrder = k_DrawOrder; allocateAndInitMatrix(k_Level1NumOfRows, k_Level1NumOfCols); }
public PlayGameScreen(Game i_Game, LevelTransitionScreeen i_TransitionScreen) : base(i_Game) { m_FirstLevelTransitionScreen = i_TransitionScreen; m_BackGround = new Background(i_Game, this, @"Sprites\BG_Space01_1024x768", 1); m_ShootsManager = new ShootsManager(this.Game); m_SoundManager = SoundEffectsManager.GetInstance(i_Game); const bool k_IsFirstPlayer = true; PlayerSpaceShip[] players = new PlayerSpaceShip[2]; players[0] = new PlayerSpaceShip(this.Game, this, m_ShootsManager, k_IsFirstPlayer); players[1] = new PlayerSpaceShip(this.Game, this, @"Sprites/Ship02_32x32", m_ShootsManager, !k_IsFirstPlayer); EnemyMotherShip motherShip = new EnemyMotherShip(this.Game, this, m_ShootsManager); EnemySpaceShipsMatrix spaceshipMatrix = new EnemySpaceShipsMatrix(this.Game, this, m_ShootsManager); WallMatrix wallMatrix = new WallMatrix(this.Game, this, m_ShootsManager); m_ShootsManager.EnemyGotShot += players[0].EnemyGotShot; m_ShootsManager.EnemyGotShot += players[1].EnemyGotShot; m_PauseScreen = new PauseScreen(this.Game); m_GameOverScreen = new GameOverScreen(this.Game, this, m_FirstLevelTransitionScreen); m_Players = players; r_Enemys = new List <Sprite>(); r_Enemys.Add(motherShip); r_Enemys.Add(spaceshipMatrix); m_WallsMatrix = wallMatrix; m_EnemyMatrix = spaceshipMatrix; m_Level = 1; this.Add(m_Players[0]); this.Add(m_Players[1]); this.Add(motherShip); this.Add(spaceshipMatrix); this.Add(wallMatrix); this.Add(m_BackGround); List <PlayerSpaceShip> playersList = new List <PlayerSpaceShip>(); playersList.Add(m_Players[0] as PlayerSpaceShip); playersList.Add(m_Players[1] as PlayerSpaceShip); m_CollisionManager = new CollisionManager(this.Game, playersList, spaceshipMatrix.Sprites, wallMatrix.Sprites); }
public SpaceInvaders() { m_GraphicsMgr = new GraphicsDeviceManager(this); m_GraphicsMgr.PreferredBackBufferHeight = 600; m_GraphicsMgr.PreferredBackBufferWidth = 800; this.Content.RootDirectory = "Content"; SpaceInvadersSettings settings = SpaceInvadersSettings.GetInstance(this); settings.GraphicsManager = m_GraphicsMgr; m_InputManager = new InputManager(this); m_SoundManager = SoundEffectsManager.GetInstance(this); m_TransitionScreen = new LevelTransitionScreeen(this, 1); m_PlayGameScreen = new PlayGameScreen(this, m_TransitionScreen); m_WelcomeScreen = new WelcomeScreen(this, m_PlayGameScreen, m_TransitionScreen); m_ScreensManager = new ScreensMananger(this); m_ScreensManager.Push(m_PlayGameScreen); m_ScreensManager.Push(m_TransitionScreen); m_ScreensManager.SetCurrentScreen(m_WelcomeScreen); }
private void soundFxVolumeValueChanged(int i_Value) { SpaceInvadersSettings.GetInstance(Game).SoundFXVolume = i_Value; SoundEffectsManager.GetInstance(Game).SoundEffectsVolume = (float)i_Value / 100; }
public SpaceInvadersMenu(Game i_Game, string i_Headline) : base(i_Game, i_Headline) { m_SoundManager = SoundEffectsManager.GetInstance(i_Game); }
public Wall(Game i_Game, GameScreen i_Screen, ShootsManager i_ShootsManager) : base(i_Game, i_Screen, @"Sprites/Barrier_44x32") { m_ShootsManager = i_ShootsManager; m_SoundManager = SoundEffectsManager.GetInstance(i_Game); }