public TestLevel() { GameObjects = new Collection <IGameObject>(); Physics = new StandardPhysics(); SoundManager.Instance.PlaySong("brinstarLevel"); CurrentWorldState = WorldUtil.WorldState.Paused; }
public MultiplayerBrinstar(int numPlayers, PlayerSpriteFactory.PlayerColorScheme[] schemes) { GameObjects = new Collection <IGameObject>(); Physics = new StandardPhysics(); SoundManager.Instance.PlaySong("brinstarLevel"); CurrentWorldState = WorldUtil.WorldState.Paused; _numPlayers = numPlayers; playerColorSchemes = schemes; }
public CameraFocusTrigger(int width, int height, Vector2 pos, string cameraType, bool rightTransition) { Position = pos; BoundingBox = new Rectangle((int)pos.X, (int)pos.Y, width, height); DoCollisions = true; NoOutwardCollisions = true; _rightTransition = rightTransition; _cameraType = cameraType; CollideDuringLesserState = WorldUtil.WorldState.Transitioning; UpdateDuringLesserState = WorldUtil.WorldState.Transitioning; }
public Brinstar() { foreach (IController controller in Game1.Controllers) { controller.Id = 0; } GameObjects = new Collection <IGameObject>(); Physics = new StandardPhysics(); SoundManager.Instance.PlaySong("brinstarLevel"); CurrentWorldState = WorldUtil.WorldState.Paused; }
public void SetWorldState(WorldUtil.WorldState worldState) { CurrentWorldState = worldState; }
public void SetWorldState(WorldUtil.WorldState worldState) { }