Vector2 imageOffset = new Vector2(0, 0); //origin //*****************************************************// public GameEngine(TimeExpired t, GameOver g) { backpackmenu = new Backpack(); timex = t; gameOver = g; character_sprite = new Sprite[(int)weaponType.GRENADE]; character_sprite[(int)weaponType.NONE] = new Sprite(); character_sprite[(int)weaponType.SWORD] = new Sprite(); character_sprite[(int)weaponType.LASER] = new Sprite(); monster_texture = new Texture2D[(int)enemyType.NUM_ENEM]; bullet_sprite = new Sprite(); sword_sprite = new Sprite(); game_state = new GameState(); game_state.local_player = new Player(33, 0, 32, 36); game_state.monster_engine = new MonsterEngine(game_state); game_state.coll_engine = new CollisionEngine(game_state); game_state.fx_engine = new EffectsEngine(game_state); game_state.obj_mang = new ObjectManager(game_state); //instantiate each type of object, respectively game_state.local_player.col_tok = game_state.coll_engine.register_object(game_state.local_player, ColType.PLAYER); }
Vector2 imageOffset = new Vector2(0, 0); //origin //*****************************************************// public GameEngine(TimeExpired t, GameOver g) { backpackmenu = new Backpack(); timex = t; gameOver = g; character_sprite = new Sprite[(int)weaponType.GRENADE]; character_sprite[(int)weaponType.NONE] = new Sprite(); character_sprite[(int)weaponType.SWORD] = new Sprite(); character_sprite[(int)weaponType.LASER] = new Sprite(); monster_texture = new Texture2D[(int)enemyType.NUM_ENEM]; bullet_sprite = new Sprite(); sword_sprite = new Sprite(); game_state = new GameState(); game_state.local_player = new Player(33, 0, 32, 36); //game_state.local_player.setWeapon(weaponType.SWORD); game_state.monster_engine = new MonsterEngine(game_state); game_state.coll_engine = new CollisionEngine(game_state); game_state.fx_engine = new EffectsEngine(game_state); game_state.obj_mang = new ObjectManager(game_state); game_state.local_player.col_tok = game_state.coll_engine.register_object(game_state.local_player, ColType.PLAYER); //Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. //TargetElapsedTime = TimeSpan.FromTicks(333333); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; TargetElapsedTime = TimeSpan.FromTicks(333333); intro = new Introduction(); instruct = new Instructions(); instruct2 = new Instructions2(); gameover = new GameOver(); timex = new TimeExpired(); // instantiate menus // use the whole screen graphics.IsFullScreen = true; game_engine = new GameEngine(timex, gameover); }
//*****************************************************// public GameEngine(TimeExpired t, GameOver g) { backpackmenu = new Backpack(); timex = t; gameOver = g; character_sprite = new Sprite[(int)weaponType.GRENADE]; character_sprite[(int)weaponType.NONE] = new Sprite(); character_sprite[(int)weaponType.SWORD] = new Sprite(); character_sprite[(int)weaponType.LASER] = new Sprite(); monster_texture = new Texture2D[(int)enemyType.NUM_ENEM]; bullet_sprite = new Sprite(); sword_sprite = new Sprite(); game_state = new GameState(); game_state.local_player = new Player(33, 0, 32, 36); game_state.monster_engine = new MonsterEngine(game_state); game_state.coll_engine = new CollisionEngine(game_state); game_state.fx_engine = new EffectsEngine(game_state); game_state.obj_mang = new ObjectManager(game_state); //instantiate each type of object, respectively game_state.local_player.col_tok = game_state.coll_engine.register_object(game_state.local_player, ColType.PLAYER); }
//*****************************************************// public GameEngine(TimeExpired t, GameOver g) { backpackmenu = new Backpack(); timex = t; gameOver = g; character_sprite = new Sprite[(int)weaponType.GRENADE]; character_sprite[(int)weaponType.NONE] = new Sprite(); character_sprite[(int)weaponType.SWORD] = new Sprite(); character_sprite[(int)weaponType.LASER] = new Sprite(); monster_texture = new Texture2D[(int)enemyType.NUM_ENEM]; bullet_sprite = new Sprite(); sword_sprite = new Sprite(); game_state = new GameState(); game_state.local_player = new Player(33, 0, 32, 36); //game_state.local_player.setWeapon(weaponType.SWORD); game_state.monster_engine = new MonsterEngine(game_state); game_state.coll_engine = new CollisionEngine(game_state); game_state.fx_engine = new EffectsEngine(game_state); game_state.obj_mang = new ObjectManager(game_state); game_state.local_player.col_tok = game_state.coll_engine.register_object(game_state.local_player, ColType.PLAYER); //Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. //TargetElapsedTime = TimeSpan.FromTicks(333333); }