private Control target = null; // Target for rendering operations. #endregion Fields #region Constructors public MainClass() { // // Required for Windows Form Designer support // InitializeComponent(); target = this; // Add event handlers to enable moving and resizing this.MouseDown += new MouseEventHandler(OnMouseDown); this.MouseMove +=new MouseEventHandler(OnMouseMove); this.MouseUp += new MouseEventHandler(OnMouseUp); this.Resize += new System.EventHandler(OnMoveResize); this.Move +=new EventHandler(OnMoveResize); // Set up Double buffering to eliminate flicker SetStyle(ControlStyles.DoubleBuffer, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true); SetStyle(ControlStyles.UserPaint, true); //Initialize the main game class game = new GameClass(this, target); game.Initialize(this.Bounds); //Show our game form this.Show(); //Start the main game loop StartLoop(); }
public SplashScreen(GameClass game) { // // Required for Windows Form Designer support // InitializeComponent(); this.gameClass = game; }
public GameSettings(GameClass game) { this.game = game; // // Required for Windows Form Designer support // InitializeComponent(); // Set up the event handler this.gameSpeedSlider.ValueChanged += new EventHandler(ControlChanged); this.gravitySlider.ValueChanged +=new EventHandler(ControlChanged); this.bounceBack.CheckedChanged += new EventHandler(ControlChanged); this.inverseGravity.CheckedChanged +=new EventHandler(ControlChanged); this.blackHole.CheckedChanged += new EventHandler(ControlChanged); }
public GameSettings(GameClass game) { this.game = game; // // Required for Windows Form Designer support // InitializeComponent(); // Set up the event handler this.gameSpeedSlider.ValueChanged += new EventHandler(ControlChanged); this.gravitySlider.ValueChanged += new EventHandler(ControlChanged); this.bounceBack.CheckedChanged += new EventHandler(ControlChanged); this.inverseGravity.CheckedChanged += new EventHandler(ControlChanged); this.blackHole.CheckedChanged += new EventHandler(ControlChanged); }
public PlayClass(GameClass Game) { this.game = Game; this.peerObject = peerObject; //Initialize our peer to peer network object peerObject = new Peer(); // Set up our event handlers (We only need events for the ones we care about) peerObject.PlayerCreated += new PlayerCreatedEventHandler(game.PlayerCreated); peerObject.PlayerDestroyed += new PlayerDestroyedEventHandler(game.PlayerDestroyed); peerObject.Receive += new ReceiveEventHandler(game.DataReceived); peerObject.SessionTerminated += new SessionTerminatedEventHandler(SessionTerminated); // use the DirectPlay connection wizard to create our join sessions Connect = new ConnectWizard(peerObject, AppGuid, "SpacewarDX9"); Connect.StartWizard(); inSession = Connect.InSession; if (inSession) { isHost = Connect.IsHost; } }
public Ship(GameClass game) { this.game = game; outline = new RotatableShape(); }
public Ship(GameClass Game) { this.game = Game; outline = new RotatableShape(); }