public virtual void LoadTextures() { this.menusCaller = this.game.Components.OfType <MenusCaller>().ElementAt(0); this.pickingService = this.game.GetService <PickingService>(); this.menu.EnabledChanged += new EventHandler <EventArgs>(menu_EnabledChanged); this.personTex = this.stopTex; this.frustum = new BoundingFrustum(this.view * this.projection); }
/// <summary> /// Retrievs all services and components needed to start the game /// </summary> private void GetComponentsServicesToEnable() { this.cameraService = this.Game.GetService <CameraService>(); this.pickingService = this.Game.GetService <PickingService>(); this.gameScreen = this.Game.Components.OfType <GameScreen>().ElementAt(0); this.gameField = this.Game.Components.OfType <GameField>().ElementAt(0); this.humansParent = this.Game.Components.OfType <HumansParent>().ElementAt(0); this.buildingsParent = this.Game.Components.OfType <BuildingsParent>().ElementAt(0); this.resourcesParent = this.Game.Components.OfType <ResourcesParent>().ElementAt(0); this.menuCaller = this.Game.Components.OfType <MenusCaller>().ElementAt(0); this.resourcesHUD = this.Game.Components.OfType <ResourcesHUD>().ElementAt(0); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { this.Game.RegisterGameComponent <GameField>(out this.gameField, true, true); this.pickingService = this.Game.GetService <PickingService>(); this.Game.RegisterGameComponent <MenusCaller>(out this.menusCaller, true, true); this.Game.RegisterGameComponent <BuildingsSelector>(out this.buildingsSelector, false, false); this.menusCaller.SetSelector(ref this.buildingsSelector); this.menusCaller.EnabledChanged += new EventHandler <EventArgs>(menusCaller_EnabledChanged); this.gameField.SetBuildingsSelector(ref this.buildingsSelector); this.buildingsSelector.EnabledChanged += new EventHandler <EventArgs>(buildingsSelector_EnabledChanged); base.Initialize(); }
public BuildingBase(Single next_stage_time, Game game, CellState type, Single currentHealth, BuildingState state) { this.pickingService = game.GetService <PickingService>(); NEXT_STAGE_TIME = next_stage_time; this.timeToNextState = NEXT_STAGE_TIME; this.buildingType = type; this.game = game; this.effect = new AlphaTestEffect(this.game.GraphicsDevice); this.state = state; this.gameStateBuilding = GameStateForBuilding.Normal; this.canStartConstruction = false; this.currentHealth = currentHealth; this.isBoxConstructed = false; this.canDraw = false; }
private MessageBox(Game game) : base(game) { try { this.pickingService = game.GetService <PickingService>(); this.pickingService.Enabled = false; this.buildingsMenuCaller = game.Components.OfType <MenusCaller>().ElementAt(0); this.buildingsMenuCaller.Enabled = false; this.buildingsMenuCaller.Visible = false; } catch (Exception) { } this.lsBtns = new List <Button <MessageBox> >(); this.backgroundRect = new Rectangle(0, 0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height); this.iconRect = new Rectangle(10, ICON_HEIGHT, ICON_WIDTH, ICON_HEIGHT); this.titlePos = new Vector2(25 + ICON_WIDTH, ICON_HEIGHT); this.txtPos = new Vector2(10, 2 * ICON_HEIGHT + 40); }