public Option(TextureManager texturemanager, SoundManagerEx soundmanager, BackGround _b, int renderlevel = 10) { _texturemanager = texturemanager; _soundmanager = soundmanager; _render_level = renderlevel; _backgroundImage = _b; Command = Menu_Command.None; //储存禁用的名单(暂留) itemsUsed = new List <itemUsed>(); for (int i = 0; i < 10; i++) { itemsUsed.Add(new itemUsed(i, true)); } //当前的功能选择项 selected = 0; renderer = new Renderer(); initiazeSprits(); //option模块 optionmodel = new ChangeOption(texturemanager, soundmanager); //start模块 startmodel = new OStart(texturemanager, soundmanager); }
TextureManager _textureManager; // 纹理控制器 #endregion Fields #region Constructors public BattleStage1(StateSystem sys, TextureManager _t, SoundManagerEx _s) { _system = sys; //状态机 _textureManager = _t; //纹理管理器 soundmanager = _s; //声音管理器 player1 = new Players.BattlePlayer(_t, 0); //实例化玩家 }
Battle.Players.BattlePlayer player1; // 玩家1 public BattleStage1(StateSystem sys, TextureManager _t, SoundManagerEx _s) { _system = sys; //状态机 _textureManager = _t; //纹理管理器 soundmanager = _s; //声音管理器 player1 = new Players.BattlePlayer(_t, 0); //实例化玩家 }
public volume _volume; //音量栏 public ChangeOption(TextureManager _t, SoundManagerEx _s) { this.texturemanager = _t; this.soundmanager = _s; CurrentState = new SelectState(); initSprites(); _volume = new volume(Sprits); _volume.Level = soundmanager.Volume / 10; System.Diagnostics.Debug.Print(soundmanager.Volume.ToString() + "and" + _volume.Level.ToString()); initPosition(); }
public ChangeOption(TextureManager _t, SoundManagerEx _s) { this.texturemanager = _t; this.soundmanager = _s; CurrentState = new SelectState(); initSprites(); _volume = new volume(Sprits); _volume.Level = soundmanager.Volume / 10; System.Diagnostics.Debug.Print(soundmanager.Volume.ToString () +"and"+ _volume.Level.ToString()); initPosition(); }
public GameView(TextureManager _t, SoundManagerEx _s, int level, Player p) { texturemanager = _t; soundmanager = _s; rendererlevel = level; this.player = p; GameEntityRenderer = Stage1State._renderer; //获取控制器处的renderer // _Particles = new Particle.FlyingFlowersParticles(texturemanager); ScoreRenderer = new ScoreItem(_t); leftBottomBox = new LeftBottomBox(texturemanager); TitleStartBox = new GameViewComponent.TitleStartBox(texturemanager); BGMChangeBox = new GameViewComponent.BGMChangeBox(texturemanager); }
public Option(TextureManager texturemanager , SoundManagerEx soundmanager ,BackGround _b, int renderlevel =10) { _texturemanager = texturemanager; _soundmanager = soundmanager; _render_level = renderlevel; _backgroundImage = _b; Command = Menu_Command.None; //储存禁用的名单(暂留) itemsUsed = new List<itemUsed>(); for (int i = 0; i < 10; i++) { itemsUsed.Add(new itemUsed(i,true)); } //当前的功能选择项 selected = 0; renderer = new Renderer(); initiazeSprits(); //option模块 optionmodel = new ChangeOption(texturemanager, soundmanager); //start模块 startmodel = new OStart(texturemanager, soundmanager); }
public OStart(TextureManager _t, SoundManagerEx _s) { texture_manager = _t; soundManager = _s; }
Particle.Particles _Particles; //粒子效果 #endregion Fields #region Constructors public GameView(TextureManager _t, SoundManagerEx _s , int level , Player p) { texturemanager = _t; soundmanager = _s; rendererlevel = level; this.player = p; GameEntityRenderer = Stage1State._renderer; //获取控制器处的renderer // _Particles = new Particle.FlyingFlowersParticles(texturemanager); ScoreRenderer = new ScoreItem(_t); leftBottomBox = new LeftBottomBox(texturemanager); TitleStartBox = new GameViewComponent.TitleStartBox(texturemanager); BGMChangeBox = new GameViewComponent.BGMChangeBox(texturemanager); }
public OStart( TextureManager _t , SoundManagerEx _s) { texture_manager = _t; soundManager = _s; }