public Level(Game game, Score score, Scene gameOverScene, Level nextLevel) : base(game) { this.game = game; spriteBatch = (SpriteBatch)game.Services.GetService(typeof(SpriteBatch)); soundCenter = (SoundCenter)game.Services.GetService(typeof(SoundCenter)); font = (SpriteFont)game.Services.GetService(typeof(SpriteFont)); bg = new Background(game); paddle = new Paddle(game); ball = new Ball(game); this.score = score; this.gameOverScene = gameOverScene; this.nextLevel = nextLevel; SceneComponents.Add(bg); SceneComponents.Add(paddle); SceneComponents.Add(ball); SceneComponents.Add(this.score); // pause paddle and ball until start paddle.Enabled = false; ball.Enabled = false; bricks = new List<Brick>(); CreateBricks(); }
public Ball(Game game) : base(game) { this.game = game; sprite = game.Content.Load<Texture2D>("ball"); spriteBatch = (SpriteBatch)game.Services.GetService(typeof(SpriteBatch)); soundCenter = (SoundCenter)game.Services.GetService(typeof(SoundCenter)); ResetBall(); }
public GameOverScene(Game game, Score score) : base(game) { this.game = game; spriteBatch = (SpriteBatch)game.Services.GetService(typeof(SpriteBatch)); soundCenter = (SoundCenter)game.Services.GetService(typeof(SoundCenter)); font = (SpriteFont)game.Services.GetService(typeof(SpriteFont)); this.score = score; SceneComponents.Add(this.score); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); soundCenter = new SoundCenter(this); font = Content.Load<SpriteFont>("MyFont"); Services.AddService(typeof(SpriteBatch), spriteBatch); Services.AddService(typeof(SoundCenter), soundCenter); Services.AddService(typeof(SpriteFont), font); score = new Score(this); Components.Add(score); gameOverScene = new GameOverScene(this, score); gameOverScene.Hide(); level2 = new Level2(this, score, gameOverScene, null); level1 = new Level1(this, score, gameOverScene, level2); Components.Add(level1); Components.Add(level2); Components.Add(gameOverScene); level1.Show(); level2.Hide(); curScene = level2; }