public Brick(BrokededAut game, Level level, byte index, int x, int y) : base(game) { _game = game; _level = level; Color[] colors = new Color[] { Color.DarkMagenta, Color.Yellow, Color.Blue, Color.Red, Color.Green, Color.Gray }; _color = colors[index]; _position = new Vector2(x, y); _spiteBatch = new SpriteBatch(_game.GraphicsDevice); Score = 100 * (index + 1); // TODO set this depending on which brick exactly that we represent Width = Config.Brick.Width; Height = Config.Brick.Height; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { _entities = new List<IEntity>(); _level = new Level(this); base.Initialize(); }
protected override void Initialize() { _spriteBatch = new SpriteBatch(GraphicsDevice); Window.Title = Config.Game.Title; Width = _deviceManager.PreferredBackBufferWidth = Config.Game.Width; Height = _deviceManager.PreferredBackBufferHeight = Config.Game.Height; _deviceManager.ApplyChanges(); _totalScore = _levelScore = 0; _currentLevel = 1; _lives = Config.Game.InitialLives; _livesFormat = Config.UI.LivesFormat; _scoreFormat = Config.UI.ScoreFormat; _levelFormat = Config.UI.LevelFormat; Balls = new Collection<Ball>(); var aBall = new Ball(this); Components.Add(aBall); Balls.Add(aBall); aBall = null; Level = new Level(this); Components.Add(Level); Level.OnBrickDie = IncreaseScore; Pad = new Pad(this); Components.Add(Pad); _previousKeyboardState = Keyboard.GetState(); base.Initialize(); }