public void LoadContent(GraphicsDeviceManager g, Game ga) { graphics = g; graphics.IsFullScreen = false; game = ga; game_elements = new List <GameEntity> (); #region Composite Pattern selectedGroup = new GameEntityGroup(graphics); #endregion #region State Pattern // The Gameworld State Machine is also a singleton gwStateMachine = GWStateMachine.Instance; gwStateMachine.Initialize(); #endregion background = game.Content.Load <Texture2D>("grass.jpg"); selectedArea = new Texture2D(graphics.GraphicsDevice, 1, 1); selectedArea.SetData(new Color[] { Color.White }); Random rnd = new Random(); int xpos, ypos, xdir, ydir, type; for (int i = 0; i <= 1000; i++) { xpos = rnd.Next(Globals.left, Globals.right); ypos = rnd.Next(Globals.top, Globals.bottom); xdir = 1; ydir = 1; type = rnd.Next(1, 3 + 1); switch (type) { case 1: game_elements.Add(new Knight(graphics, new Vector2(xpos, ypos), new Vector2(xdir, ydir))); break; case 2: game_elements.Add(new Horseman(graphics, new Vector2(xpos, ypos), new Vector2(xdir, ydir))); break; case 3: game_elements.Add(new Bishop(graphics, new Vector2(xpos, ypos), new Vector2(xdir, ydir))); break; } System.Threading.Thread.Sleep(1); } }
public GWTranslateState(GWStateMachine gwStateMachine) { this.gwStateMachine = gwStateMachine; }
public GWSelectState(GWStateMachine gwStateMachine) { this.gwStateMachine = gwStateMachine; }
public GWNormalState(GWStateMachine gwStateMachine) { this.gwStateMachine = gwStateMachine; }