public GameWorld(Shooter game) : base(game) { entities = new List<Entity>(); temp = new List<Action>(); camera = new Camera(0,0); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Shooter game = new Shooter()) { game.Run(); } }
bool CheckForPlayer(out Shooter.Direction dir) { int x = this._lastX; int y = this._lastY; dir = Shooter.Direction.Up; for (y--; y > 1; y--) { if (Game.MainGame.Board[x, y] == -1) { if (IsPlayeronSpot(x, y)) return true; } else break; } y = this._lastY; dir = Shooter.Direction.Down; for (y++; y < Game.MainGame.Board.MaxHeight; y++) { if (Game.MainGame.Board[x, y] == -1) { if (IsPlayeronSpot(x, y)) return true; } else break; } y = this._lastY; dir = Shooter.Direction.Left; for (x--; x > 1; x--) { if (Game.MainGame.Board[x, y] == -1) { if (IsPlayeronSpot(x, y)) return true; } else break; } x = this._lastX; dir = Shooter.Direction.Right; for (x++; x < Game.MainGame.Board.MaxWidth; x++) { if (Game.MainGame.Board[x, y] == -1) { if (IsPlayeronSpot(x, y)) return true; } else break; } return false; }
public LevelManager(Shooter shooter, ContentManager content) { this.shooter = shooter; Texture2D image = content.Load<Texture2D>("levels"); imageWidth = image.Width; imageHeight = image.Height; map = new uint[imageWidth * imageHeight]; image.GetData<uint>(map); for (int a = 0; a < map.Length; a++) map[a] = ((map[a] & 0x000000FF) << 24) | ((map[a] & 0x0000FF00) << 8) | ((map[a] & 0x0000FF0000) >> 8) | ((map[a] & 0xFF000000) >> 24); }
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; }
static void Main() { using (var game = new Shooter()) game.Run(); }
public Screen(Shooter game) { this.game = game; }
public WinScreen(Shooter shooter) : base(shooter) { Stats.endTime = DateTime.Now.Ticks / 10000; }
public TitleScreen(Shooter shooter) : base(shooter) { }