public EntityBuilding(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.IsTransparant = false; statusBillboard = new Billboard(RuningGameSession); statusBillboard.Show = false; this.CanBeCommanded = true; }
public Billboard(GameSession.GameSession RuningGameSession) : base(RuningGameSession) { this.Width = 25; this.Height = 25; this.Show = true; BillboardEffect = this.RunningGameSession.effect; }
//AnimationPlayer animationPlayer; public Game1() { this.IsFixedTimeStep = false; // fixes stutter problem in Win 10. graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.RunningGameSession = new GameSession.GameSession(this); }
public static EntityFactory CreateFactory(GameSession.GameSession RunningGameSession, LODTerrain.LODTerrain map, Matrix projectionMatrix) { if (factorySingleton == null) { factorySingleton = new EntityFactory(RunningGameSession, map, projectionMatrix); } return(factorySingleton); }
private EntityFactory(GameSession.GameSession RunningGameSession, LODTerrain.LODTerrain map, Matrix projectionMatrix) { this.projectionMatrix = projectionMatrix; this.LODMap = map; this.buildings = new List <EntityBuilding>(); this.Movers = new List <Entity>(); this.RunningGameSession = RunningGameSession; }
public Entity(GameSession.GameSession RunningGameSession) { this.RunningGameSession = RunningGameSession; basicEffect = new BasicEffect(this.RunningGameSession.device); this.Type = EntityTypes.NONE; this.IsGhost = false; this.CanBeCommanded = false; this.IsMover = false; }
public GUI(GameSession.GameSession RunningGameSession) { this.buttonWidth = 100; this.buttonHeight = 100; this.RunningGameSession = RunningGameSession; this.upper = this.RunningGameSession.device.Viewport.Height - this.buttonHeight; this.left = 0; ShowResourceWindow = false; images = new List <Texture2D>(); dummyTexture = new Texture2D(this.RunningGameSession.device, 1, 1); dummyTexture.SetData(new Color[] { Color.White }); dummyRectangle = new Rectangle(resourceWindowX, resourceWindowY, resourceWindowWidth, resourceWindowHeight); }
public TextureGenerator(GameSession.GameSession RunningGameSession) { this.device = RunningGameSession.device; this.RunningGameSession = RunningGameSession; }