public UserControlledSprite(Game1 game, Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerFrame, String collisionCueName, int scoreValue) : base(game, textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerFrame, null, 0) { //this.game = game; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public TailBlock(Game1 game, Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerFrame, String collisionCueName, int scoreValue, int gameStepsRemaining) : base(game, textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerFrame, null, 0) { this.gameStepsRemaining = gameStepsRemaining; gameStepAtCreation = game.gameStep; }
//public Sprite(Texture2D textureImage, Vector2 position, Point frameSize, // int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, String collisionCueName, int scoreValue) // : this(textureImage, position, frameSize, collisionOffset, currentFrame, // sheetSize, speed, defaultMillisecondsPerFrame, collisionCueName, scoreValue) //{ //} public Sprite(Game1 game, Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerFrame, string collisionCueName, int scoreValue) { this.textureImage = textureImage; this.position = position; this.frameSize = frameSize; this.collisionOffset = collisionOffset; this.currentFrame = currentFrame; this.sheetSize = sheetSize; this.speed = speed; originalSpeed = speed; this.millisecondsPerFrame = millisecondsPerFrame; this.collisionCueName = collisionCueName; this.scoreValue = scoreValue; this.game = game; }
public Sprite(Game1 game, Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, String collisionCueName, int scoreValue) : this(game, textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, defaultMillisecondsPerFrame, collisionCueName, scoreValue) { }
//public Point prevPlayerPosition; //int enemySpawnMinMilliseconds = 1000; //int enemySpawnMaxMilliseconds = 2000; //int enemyMinSpeed = 2; //int enemyMaxSpeed = 6; //int nextSpawnTime = 0; //int likelihoodAutomated = 75; //int likelihoodChasing = 20; //int likelihoodevading = 5; // never used! //int automatedSpritePointValue = 10; //int chasingSpritePointValue = 20; //int evadingSpritePointValue = 0; //List<AutomatedSprite> livesList = new List<AutomatedSprite>(); //int nextSpawnTimeChange = 5000; //int timeSinceLastSpawnTimeChange = 0; //int powerUpExpiration = 0; public SpriteManager(Game1 game) : base(game) { this.game = game; // TODO: Construct any child components here }