コード例 #1
0
 //KONSTRUKTORN SOM HÅLLER DE VÄRDEN SOM SKALL SPARAS
 public Save(Player a_player, StateHandler a_stateHandler, Levels a_levels, Model a_model)
 {
     m_model = a_model;
     m_player = a_player;
     m_stateHandler = a_stateHandler;
     m_levels = a_levels;
 }
コード例 #2
0
 public Model(Player a_player, StateHandler a_stateHandler, Levels a_levels, Enemy a_enemy, EnemyBolt a_enemyBolt)
 {
     m_enemy = new List<Enemy>();
     m_boltEnemy = new List<EnemyBolt>();
     m_player = a_player;
     m_stateHandler = a_stateHandler;
     m_levels = a_levels;
     m_modelEnemy = a_enemy;
     m_modelEnemyBolt = a_enemyBolt;
     // m_view = new View.View(a_manager, a_contentLoader, a_graphics);
     m_save = new Save(m_player, m_stateHandler, m_levels, this);
     SetEnemies();
     //  m_view = a_view;
 }
コード例 #3
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        public void SetEnemies()
        {
            Levels e_levels = new Levels();
            List<Vector2> enemyPosition = e_levels.GetEnemyPositions();
            List<Vector2> enemyBoltPosition = e_levels.GetEnemyBoltPositions();
            //  List<Vector2> enemyBoltPosition = m_levels.SetEnemyBoltPosition();
            Enemy enemy;
            for (int i = 0; i < enemyPosition.Count; i++)
            {
            enemy = new Enemy();
            enemy.GetEnemyDamage();
            enemy.SetPosition(enemyPosition[i].X, enemyPosition[i].Y);
            m_enemy.Add(enemy);

            }

            EnemyBolt boltEnemy;
            for (int i = 0; i < enemyBoltPosition.Count; i++)
            {
            boltEnemy = new EnemyBolt();
            boltEnemy.SetPosition(enemyBoltPosition[i].X, enemyBoltPosition[i].Y);
            m_boltEnemy.Add(boltEnemy);
            }
        }
コード例 #4
0
 internal void DoSave(Player a_player, StateHandler a_stateHandler, Levels a_levels, Model a_model, Save a_save)
 {
     a_save = new Save(m_player, a_stateHandler, a_levels, a_model);
     a_save.InitiateSave();
 }
コード例 #5
0
 internal void Update(float a_elapsedTime, Levels a_level)
 {
     Vector2 gravityAcceleration = new Vector2(0.0f, 14.0f);
     //integrate position
     m_centerBottomPosition = m_centerBottomPosition + m_speed * a_elapsedTime + gravityAcceleration * a_elapsedTime * a_elapsedTime;
     //integrate speed
     m_speed = m_speed + a_elapsedTime * gravityAcceleration;
 }