The class in charge of creating all the balls in the regular game mode Author Hugh Corrigan, Ahmed Warreth, Dermot Kirby
コード例 #1
0
ファイル: Engine.cs プロジェクト: kiniry-teaching/UCD
 public Engine()
 {
     graphics = new GraphicsDeviceManager(this);
     content = new ContentManager(Services);
     core = new Core(gamePadState);
     ball = new BallManager(core);
 }
コード例 #2
0
ファイル: Engine.cs プロジェクト: kiniry-teaching/UCD
        public Engine()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);
            core = new Core();
            ball = new BallManager(core, this);
            background = new Image();
            music = new GameAudio();

            this.graphics.PreferredBackBufferWidth = 800;
            this.graphics.PreferredBackBufferHeight = 600;
            explosion = new ExplosionParticleSystem(this,1);
            Components.Add(explosion);
            smoke = new ExplosionSmokeParticleSystem(this, 2);
            Components.Add(smoke);
            blueblast = new BlueParticle(this,1);
            Components.Add(blueblast);
            redblast = new RedParticle(this,1);
            Components.Add(redblast);
            greenblast = new GreenParticle(this, 1);
            Components.Add(greenblast);
            purpleblast = new PurpleParticle(this, 1);
            Components.Add(purpleblast);

            //this.graphics.IsFullScreen = true;
        }
コード例 #3
0
ファイル: Engine.cs プロジェクト: kiniry-teaching/UCD
        public Engine()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);
            core = new Core();
            ballGenerator = new BallGenerator(core, this);
            ball = new BallManager(core, this, ballGenerator);
            background = new Image();
            frame = new Image();
            music = new GameAudio();
            cameraPos = new Vector3(400f, 300f, 0f);
            gameOver = new Image();

            this.graphics.PreferredBackBufferWidth = 1280;
            this.graphics.PreferredBackBufferHeight = 720;
            //this.graphics.IsFullScreen;

            // sets what texture each methid should load
            //and how many effects it needs to draw (this, num of effects, which text valuse to load)

            explosion = new ColouredParticle(this, 3, 5);
            Components.Add(explosion);
            smoke = new ColouredParticle(this, 3, 6);
            Components.Add(smoke);
            redblast = new ColouredParticle(this, 3, 1);
            Components.Add(redblast);
            greenblast = new ColouredParticle(this, 3, 4);
            Components.Add(greenblast);
            purpleblast = new ColouredParticle(this, 3, 3);
            Components.Add(purpleblast);
            blueblast = new ColouredParticle(this, 3, 2);
            Components.Add(blueblast);
            Rnote = new ColouredParticle(this, 3, 7);
            Components.Add(Rnote);
            Bnote = new ColouredParticle(this, 3, 8);
            Components.Add(Bnote);
            Gnote = new ColouredParticle(this, 3, 9);
            Components.Add(Gnote);
            Pnote = new ColouredParticle(this, 3, 10);
            Components.Add(Pnote);

            //this.graphics.IsFullScreen = true;
        }