コード例 #1
0
 /// <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()
 {
     // TODO: Add your initialization logic here
     player = new Player();
     playerMoveSpeed = 8.0f;
     base.Initialize();
 }
コード例 #2
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ファイル: test01.cs プロジェクト: 2MensGames/AnoriaGame
        /// <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()
        {
            //Initialize the player class
            player = new Player();

            base.Initialize();
        }
コード例 #3
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ファイル: UnitPlayer.cs プロジェクト: TheThing/Shooter
 public UnitPlayer(Player player)
     : base(player, 100)
 {
     _inventory = new NetworkObservableCollection<object>();
     _headerX = _headerY = -1;
     _guns.CollectionChanged += _guns_CollectionChanged;
 }
コード例 #4
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        private int spawnDelay = 10000; //in milliseconds

        #endregion Fields

        #region Constructors

        public GameForm(Player p, List<String> names)
        {
            InitializeComponent();
            this.player = p;
            this.names = names;

            InitializeGame();
        }
コード例 #5
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ファイル: ConveyorBelt.cs プロジェクト: ra4king/Shooter
        public override void intersectPlayer(Player p)
        {
            base.intersectPlayer(p);

            if (ImageY == 2)
                p.X += 1.5;
            else
                p.X -= 2;
        }
コード例 #6
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ファイル: Game.cs プロジェクト: robbiewoods05/Shooter
        /// <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()
        {
            // TODO: Add your initialization logic here
          
            player = new Player(0, 0);
            gameState = new GameStateManager("menu");

            base.Initialize();
        }
コード例 #7
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ファイル: Enemy.cs プロジェクト: bradenwatling/Shooter
 public EnemySpawn(LineBatch lineBatch, Level level, Player player)
 {
     this.lineBatch = lineBatch;
     this.level = level;
     this.player = player;
     this.random = new Random();
     this.timer = new Timer(this.random.Next(SPIDER_MAX_DELAY));
     spiders = new List<Spider>();
     zombies = new List<Zombie>();
 }
コード例 #8
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ファイル: Game1.cs プロジェクト: TorgeirH90/Programming
        /// <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()
        {
            // TODO: Add your initialization logic here
            player = new Player();
            playerMovementSpeed = 8.0f;

            TouchPanel.EnabledGestures = GestureType.FreeDrag;
            bgLayer1 = new Backgrounds();
            bgLayer2 = new Backgrounds();
            base.Initialize();
        }
コード例 #9
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ファイル: UnitHelper.cs プロジェクト: TheThing/Shooter
 public UnitHelper(Player player, int health)
 {
     _health = health;
     _player = player;
     _lastX = -1;
     _lastY = -1;
     _delay = 0;
     _guns = new NetworkObservableCollection<Gun>();
     _dead = false;
     _selectedGun = 0;
 }
コード例 #10
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ファイル: Game1.cs プロジェクト: 2MensGames/AnoriaGame
        /// <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()
        {
            // TODO: Add your initialization logic here
            // Initialize the player class
            player = new Player();
            // Set a constant player move speed
            playerMoveSpeed = 8.0f;

            //Enable the FreeDrag gesture.
            TouchPanel.EnabledGestures = GestureType.FreeDrag;
            base.Initialize();
        }
コード例 #11
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ファイル: EnemyTwo.cs プロジェクト: MattyRad/SpaceWar
        public void Update(Player player)
        {
            // The enemy always moves to the left so decrement x
            if (player.Position.X < Position.X)
                Position.X -= enemyMoveSpeed;
            else
                Position.X += enemyMoveSpeed;

            if (player.Position.Y < Position.Y)
                Position.Y -= enemyMoveSpeed;
            else
                Position.Y += enemyMoveSpeed;
        }
コード例 #12
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ファイル: Game1.cs プロジェクト: rojosevi/win8shootergame
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            // Load the player resources
            player = new Player();

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);

            player.Initialize(Content.Load<Texture2D>("Graphics\\player"), playerPosition);
        }
コード例 #13
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ファイル: Game.cs プロジェクト: bradenwatling/Shooter
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
            lineBatch = new LineBatch(graphics.GraphicsDevice);

            arialFont = Content.Load<SpriteFont>("Arial");

            level1 = new Level(lineBatch, "Level1");

            currentLevel = level1;

            player = new Player(lineBatch, currentLevel, Player.PLAYER_START);
            enemySpawn = new EnemySpawn(lineBatch, currentLevel, player);
        }
コード例 #14
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ファイル: Enemy.cs プロジェクト: ra4king/Shooter
        public Enemy(GameWorld world, Player player, double x, double y, double direction, double power)
            : base(world, x, y, 12, 12)
        {
            this.player = player;

            timePassed = random.Next(1000);

            if (direction == -1)
                return;

            double speed = power * (random.Next(100) + 250);
            this.vX = speed * Math.Cos(direction);
            this.vY = speed * Math.Sin(-direction);
        }
コード例 #15
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ファイル: Transition.cs プロジェクト: ra4king/Shooter
        public Transition(Shooter shooter, GameWorld oldWorld, GameWorld newWorld, int direction, Player player)
            : base(shooter)
        {
            this.oldWorld = oldWorld;
            this.newWorld = newWorld;
            this.player = player;

            switch (direction)
            {
                case RIGHT: vx = 1; break;
                case LEFT: vx = -1; break;
                case DOWN: vy = 1; break;
                case UP: vy = -1; break;
            }

            newWorld.Camera.x = 32 * 20 * -vx;
            newWorld.Camera.y = 24 * 20 * -vy;
        }
コード例 #16
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ファイル: Drawer.cs プロジェクト: Bibby1993/Flat3Banter17
 public void UpdateVariables(List<Enemy> enemies, List<HeavyEnemy> heavyEnemies, List<Diagonal> diagonals, List<HealthPowerUp> healthPowerUps, List<MissilePowerUp> missilePowerUps, 
     List<RapidFirePowerUp> rapidFirePowerUps, List<Laser> projectiles, List<Animation> explosions, SpriteBatch spriteBatch, Player player, Texture2D mainBackground, 
     ParallaxingBackground bgLayer1, ParallaxingBackground bgLayer2, List<Missile> missiles)
 {
     this.enemies = enemies;
     this.heavyEnemies = heavyEnemies;
     this.diagonals = diagonals;
     this.healthPowerUps = healthPowerUps;
     this.missilePowerUps = missilePowerUps;
     this.rapidFirePowerUps = rapidFirePowerUps;
     this.spriteBatch = spriteBatch;
     this.projectiles = projectiles;
     this.explosions = explosions;
     this.player = player;
     this.mainBackground = mainBackground;
     this.bgLayer1 = bgLayer1;
     this.bgLayer2 = bgLayer2;
     this.missiles = missiles;
 }
コード例 #17
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ファイル: input.cs プロジェクト: snarkworks/game_experiments
        public void Update(Player player)
        {
            previousGamePadState = currentGamePadState;
            previousKeyboardState = currentKeyboardState;
            currentGamePadState = GamePad.GetState(PlayerIndex.One);
            currentKeyboardState = Keyboard.GetState();

            if (currentGamePadState.Buttons.Back == ButtonState.Pressed ||
                currentKeyboardState.IsKeyDown(Keys.Escape))
            {
                quitRequested = true;
                return;
            }

            ///For now, the inputmanager can know about and directly update the player, considering the simplicity of this game.
            // Get Thumbstick Controls
            player.pos.X += currentGamePadState.ThumbSticks.Left.X * player.speed;
            player.pos.Y -= currentGamePadState.ThumbSticks.Left.Y * player.speed;

            // Use the Keyboard / Dpad
            if (currentKeyboardState.IsKeyDown(Keys.Left) ||
            currentGamePadState.DPad.Left == ButtonState.Pressed)
            {
                player.pos.X -= player.speed;
            }
            if (currentKeyboardState.IsKeyDown(Keys.Right) ||
            currentGamePadState.DPad.Right == ButtonState.Pressed)
            {
                player.pos.X += player.speed;
            }
            if (currentKeyboardState.IsKeyDown(Keys.Up) ||
            currentGamePadState.DPad.Up == ButtonState.Pressed)
            {
                player.pos.Y -= player.speed;
            }
            if (currentKeyboardState.IsKeyDown(Keys.Down) ||
            currentGamePadState.DPad.Down == ButtonState.Pressed)
            {
                player.pos.Y += player.speed;
            }
        }
コード例 #18
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ファイル: Game1.cs プロジェクト: Achanigo/Multiplayer_Shooter
        /// <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()
        {
            // TODO: Add your initialization logic here
            player = new Player();
            player2 = new Player();
            playerMoveSpeed = 8.0f;
            s = new Servidor();
            s.start();
            // Initialize the enemies list
            enemies = new List<Enemy>();

            // Set the time keepers to zero
            previousSpawnTime = TimeSpan.Zero;

            // Used to determine how fast enemy respawns
            enemySpawnTime = TimeSpan.FromSeconds(1.0f);

            // Initialize our random number generator
            random = new Random();

            TouchPanel.EnabledGestures = GestureType.FreeDrag;

            bgLayer1 = new ParallaxingBackground();
            bgLayer2 = new ParallaxingBackground();

            projectiles = new List<Projectile>();
            projectiles2 = new List<Projectile>();

            // Set the laser to fire every quarter second
            fireTime = TimeSpan.FromSeconds(.15f);

            explosions = new List<Animation>();

            score = 0;
            score2 = 0;

            base.Initialize();
        }
コード例 #19
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        public override void LoadContent()
        {
            //////******************* INIT

            player = new Player();

            // Set a constant player move speed
            playerMoveSpeed = 8.0f;

            //Enable the FreeDrag gesture.
            TouchPanel.EnabledGestures = GestureType.FreeDrag;

            bgLayer1 = new ParallaxingBackground();
            bgLayer2 = new ParallaxingBackground();

            // Initialize the enemies list
            enemies = new List<Enemy>();

            // Set the time keepers to zero
            previousSpawnTime = TimeSpan.Zero;

            // Used to determine how fast enemy respawns
            enemySpawnTime = TimeSpan.FromSeconds(1.0f);

            // Initialize our random number generator
            random = new Random();

            projectiles = new List<Projectile>();

            // Set the laser to fire every quarter second
            fireTime = TimeSpan.FromSeconds(.25f);

            explosions = new List<Animation>();

            score = 0;

            //////////******************* LOAD
            if (Content == null)
                Content = new ContentManager(ScreenManager.Game.Services, "Content");

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = ScreenManager.SpriteBatch;

            //player.Initialize(Content.Load<Texture2D>("player"), playerPosition);
            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.X, ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", ScreenManager.GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", ScreenManager.GraphicsDevice.Viewport.Width, -2);

            mainBackground = Content.Load<Texture2D>("mainbackground");
            enemyTexture = Content.Load<Texture2D>("mineAnimation");
            projectileTexture = Content.Load<Texture2D>("laser");
            explosionTexture = Content.Load<Texture2D>("explosion");
            // Load the score font
            font = Content.Load<SpriteFont>("gameFont");

            // Load the music
            gameplayMusic = Content.Load<Song>("sound/gameMusic");

            // Load the laser and explosion sound effect
            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");
            SoundEffect.MasterVolume = (float)Game1.VolumeSound / 100;

            // Start the music right away
            PlayMusic(gameplayMusic);
        }
コード例 #20
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ファイル: Game1.cs プロジェクト: Bibby1993/Flat3Banter17
        //============================================================================================================================
        protected override void Initialize()
        {
            explosions = new List<Animation>();
            diagonals = new List<Diagonal>();
            state = gameState.startScreen;
            drawer = new Drawer();
            collision = new Collision();
            waveTimer = new WaveTimer();

            //Initial values of variables
            score = 0;
            missileCount = 3;
            secondTimer = 60;
            difficultyFactor = 1.0f;
            transportShipHealth = 300;
            timePlayed = 0;

            projectiles = new List<Laser>();

            missiles = new List<Missile>();

            healthPowerUps = new List<HealthPowerUp>();

            missilePowerUps = new List<MissilePowerUp>();

            rapidFirePowerUps = new List<RapidFirePowerUp>();

            transportHealTime = TimeSpan.FromSeconds(1.1);

            // Initialize the enemies list
            enemies = new List<Enemy>();

            // Initialize the heavyEnemies list
            heavyEnemies = new List<HeavyEnemy>();

            // Set the time keepers to zero
            waveTimer.previousEnemySpawnTime = TimeSpan.Zero;

            // Set the time keepers to zero
            previousHealthPowerUpSpawnTime = TimeSpan.Zero;
            previousMissilePowerUpSpawnTime = TimeSpan.Zero;
            previousRapidFirePowerUpSpawnTime = TimeSpan.Zero;

            //Used to determine how fast health power ups respawn
            healthPowerUpSpawnTime = TimeSpan.FromSeconds(12.5f);

            //Used to determine how fast health power ups respawn
            missilePowerUpSpawnTime = TimeSpan.FromSeconds(20.0f);

            //Used to determine how fast rapid fire power ups respawn
            rapidFirePowerUpSpawnTime = TimeSpan.FromSeconds(17.0f);

            // Initialize our random number generator
            random = new Random();

            bgLayer1 = new ParallaxingBackground();
            bgLayer2 = new ParallaxingBackground();

            // Initialize the player class
            player = new Player();

            // Set a constant player move speed
            playerMoveSpeed = 12.0f;

            viewportHeight = GraphicsDevice.Viewport.Height;
            viewportWidth = GraphicsDevice.Viewport.Width;
            transportShip = new TransportShip();
            transportShip.Initialize(viewportWidth,viewportHeight);
            playerCutscene = new PlayerCutscene();
            playerCutscene.Initialize(viewportWidth, viewportHeight, GraphicsDevice.Viewport.TitleSafeArea.X, (GraphicsDevice.Viewport.TitleSafeArea.Y
            + GraphicsDevice.Viewport.TitleSafeArea.Height / 2) - 34);
            base.Initialize();
        }
コード例 #21
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        private void UpdatePlayer(GameTime gameTime, Player tempPlayer, GamePadState tempPad)
        {
            player.Update(gameTime);
            // Get Thumbstick Controls
            tempPlayer.Position.X += tempPad.ThumbSticks.Left.X * playerMoveSpeed;
            tempPlayer.Position.Y -= tempPad.ThumbSticks.Left.Y * playerMoveSpeed;

            // Use the Keyboard / Dpad
            if (key.IsKeyDown(Keys.Left) ||
            tempPad.DPad.Left == ButtonState.Pressed)
            {
                tempPlayer.Position.X -= playerMoveSpeed;
            }
            if (key.IsKeyDown(Keys.Right) ||
            tempPad.DPad.Right == ButtonState.Pressed)
            {
                tempPlayer.Position.X += playerMoveSpeed;
            }
            if (key.IsKeyDown(Keys.Up) ||
            tempPad.DPad.Up == ButtonState.Pressed)
            {
                tempPlayer.Position.Y -= playerMoveSpeed;
            }
            if (key.IsKeyDown(Keys.Down) ||
            tempPad.DPad.Down == ButtonState.Pressed)
            {
                tempPlayer.Position.Y += playerMoveSpeed;
            }

            // Make sure that the player does not go out of bounds
            tempPlayer.Position.X = MathHelper.Clamp(tempPlayer.Position.X, 0, GraphicsDevice.Viewport.Width - tempPlayer.Width);
            tempPlayer.Position.Y = MathHelper.Clamp(tempPlayer.Position.Y, 0, GraphicsDevice.Viewport.Height - tempPlayer.Height);
        }
コード例 #22
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ファイル: Game1.cs プロジェクト: urvaius/shooter
        /// <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()
        {
            //Initialize the player class
            player = new Player();

            // Set a constant player move speed
            playerMoveSpeed = 8.0f;

            //Enable the FreeDrag gesture.
            TouchPanel.EnabledGestures = GestureType.FreeDrag;

            bgLayer1 = new ParallaxingBackground();
            bgLayer2 = new ParallaxingBackground();

            // Initialize the enemies list
            enemies = new List<Enemy>();

            // Set the time keepers to zero
            previousSpawnTime = TimeSpan.Zero;

            // Used to determine how fast enemy respawns
            enemySpawnTime = TimeSpan.FromSeconds(1.0f);

            // Initialize our random number generator
            random = new Random();
            //initialize the projectile objects
            projectiles = new List<Projectile>();
            //set the laser ot fire every quarter second
            fireTime = TimeSpan.FromSeconds(.15f);
            //initialize explosion graphics
            explosions = new List<Animation>();
            //set players score to 0
            score = 0;

            base.Initialize();
        }
コード例 #23
0
ファイル: Game1.cs プロジェクト: MattyRad/SpaceWar
        protected override void Initialize()
        {
            //Initialize the player class
            player = new Player();

            // Set a constant player move speed
            playerMoveSpeed = 5.0f;

            //Set player's score to zero
            score = 0;

            //Enable the FreeDrag gesture.
            TouchPanel.EnabledGestures = GestureType.FreeDrag;

            // Initialize the enemies list
            enemies = new List<Enemy>();
            enemyTwo = new List<EnemyTwo>();
            projectiles = new List<Projectile>();
            explosions = new List<Animation>();
            stars = new List<Star>();
            particles = new List<Particle>();

            // Set the time keepers to zero
            previousSpawnTime = TimeSpan.Zero;
            previousTwoSpawnTime = TimeSpan.Zero;

            // Used to determine how fast enemy respawns
            enemySpawnTime = TimeSpan.FromSeconds(ENEMY_SPAWN_TIME);
            enemyTwoSpawnTime = TimeSpan.FromSeconds(ENEMY_TWO_SPAWN_TIME);

            // Set the laser to fire every quarter second
            fireTime = TimeSpan.FromSeconds(FIRE_TIME);

            // Difficulty shift
            enemyOneShifter = new TimeSpan(0, 0, 0);
            enemyTwoShifter = new TimeSpan(0, 0, 0);

            GAME_OVER = false;

            // Initialize our random number generator
            random = new Random();

            base.Initialize();
        }
コード例 #24
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        private void btnLocal_Click(object sender, EventArgs e)
        {
            player = GetPlayer();
            AddPlayer(player.Name);

            LogUpdateText("Game Started !");
            gf = new GameForm(player, names);
            gf.Player = player;
            gf.Show();
            gf.isLocal = true;
        }
コード例 #25
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 private Player GetPlayer()
 {
     String name = tbName.Text;
     player = new Player(0, name);
     return player;
 }
コード例 #26
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ファイル: Game1.cs プロジェクト: remy22/shooterGame
        /// <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()
        {
            // TODO: Add your initialization logic here

            // Initialize the player class
            player = new Player();

            startScreenIsOn = true;
            endScreenIsOn = false;
            //gameState = false;
            // Set a constant player move speed
            playerMoveSpeed = 8.0f;

            //Enable the FreeDrag gesture.
            //TouchPanel.EnabledGestures = GestureType.FreeDrag;

            backgroundSpeed = -2;

            bgLayer1 = new ParallaxingBackground();
            //bgLayer2 = new ParallaxingBackground();

            // Initialize the enemies list
            enemies = new List<Enemy>();

            // Set the time keepers to zero
            previousSpawnTime = TimeSpan.Zero;

            // Used to determine how fast enemy respawns
            enemySpawnTime = TimeSpan.FromSeconds(2f);

            // Initialize our random number generator
            random = new Random();

            projectiles = new List<Projectile>();

            upgradeObjects = new List<UpgradeObject>();

            // Set the laser to fire every quarter second
            fireTime = TimeSpan.FromSeconds(.15f);

            previousDropTime = TimeSpan.Zero;

            dropTime = TimeSpan.FromSeconds(4f);

            //dropTime = TimeSpan.FromSeconds(random.Next(0, 1));

            explosions = new List<Animation>();

            upgrades = new List<Animation>();

            //Set player's score to zero
            score = 0;

            metScore = 200;

            level = 1;

            base.Initialize();
        }
コード例 #27
0
ファイル: Gun.cs プロジェクト: ra4king/Shooter
 public Gun(Player player)
 {
     this.player = player;
 }
コード例 #28
0
ファイル: CommonOptions.cs プロジェクト: TheThing/Shooter
        public static IScreen StartNewGame(bool story, int players, Map map)
        {
            OptionTextbox[] textboxes = new OptionTextbox[players];
            for (int i = 0; i < players; i++)
                textboxes[i] = new OptionTextbox("Player " + (i + 1), 12);

            Menu m = new Menu(new Option("-"), new Option("Start Game", 0), new Option("Back", 1));
            m.Options.InsertRange(0, textboxes);
            switch (m.Start(35, 7))
            {
                case 0:
                    for (int i = 0; i < players; i++)
                        if (string.IsNullOrEmpty(textboxes[i].Text))
                        {
                            m.Clear();
                            Menu msub = new Menu(Label.CreateLabelArrayFromText(
            "\nYou have to specify a name in\norder to start a new game."));
                            msub.Start(-1, 20);
                            msub.Clear();
                            return StartNewGame(story, players, map);
                        }
                    Game g = new Game();
                    for (int i = 0; i < players; i++)
                    {
                        Player p = new Player(i);
                        p.Name = textboxes[i].Text;
                        g.Players[i] = p;
                    }
                    for (int i = players; i < 4; i++)
                        g.Players[i] = null;

                    if (story)
                        g.LoadStoryMode();
                    else
                        g.Map = map;
                    g.CustomGame = !story;

                    if (Game.Network != null)
                    {
                        Game.Network.Dispose();
                        Game.Network = null;
                    }

                    return new Shop(g);

            }
            m.Clear();
            return null;
        }
コード例 #29
0
ファイル: Game1.cs プロジェクト: basse747/OwnCreatedPrograms
 /// <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()
 {
     // TODO: Add your initialization logic here
     player = new Player();
     playerMoveSpeed = 8.0f;
     TouchPanel.EnabledGestures = GestureType.FreeDrag;
     bgLayer1 = new ParallaxingBackground();
     bgLayer2 = new ParallaxingBackground();
     enemies = new List<Enemy>();
     previousSpawnTime = TimeSpan.Zero;
     enemySpawnTime = TimeSpan.FromSeconds(1.0f);
     random = new Random();
     projectiles = new List<Projectile>();
     fireTime = TimeSpan.FromSeconds(.15f);
     explosions = new List<Animation>();
     score = 0;
     base.Initialize();
 }
コード例 #30
0
ファイル: Game1.cs プロジェクト: IanWindsor/MonoGameTutorial
 /// <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()
 {
     // TODO: Add your initialization logic here
     Player = new Player();
     base.Initialize();
 }