public ClientChute(GameBoard gameBoard, ChutesPlane chutesPlane, int chuteIndex, Point chuteLocation) : base(gameBoard, chutesPlane, chuteIndex, chuteLocation) { Blinking = false; Ticking = 0; ChuteAssets = new List <IImage>(); ChuteAssetsLit = new List <IImage>(); }
public Chute(GameBoard gameBoard, ChutesPlane chutesPlane, int chuteIndex, Point chuteLocation) { GameBoard = gameBoard; ChutesPlane = chutesPlane; ChuteIndex = chuteIndex; ChuteLocation = chuteLocation; Triggered = false; ChuteNumber = 20;//todo random }
public void Render(TimeSpan elapsedGameTime) { PegPhysicsManager.Client().Render(); BackgroundPlane.Render(); CannonPlane.Client().Render(); ChutesPlane.Client().Render(); PegsPlane.Client().Render(); OverlaysPlane.Render(); CannonBallPlane.Client().Render(); }
public override void Init() { CreateObjects(); base.Init(); this.BackgroundPlane.Init(); this.OverlaysPlane.Init(); this.GameModel.Client().TouchManager.Init(); Renderer.AddLayer(BackgroundPlane.Plane); Renderer.AddLayer(ChutesPlane.Client().BackPlane); Renderer.AddLayer(CannonBallPlane.Client().Plane); Renderer.AddLayer(CannonPlane.Client().Plane); Renderer.AddLayer(ChutesPlane.Client().FrontPlane); Renderer.AddLayer(PegsPlane.Client().Plane); Renderer.AddLayer(OverlaysPlane.Plane); if (PegPhysicsManager.Client().ShouldDraw) { // Renderer.AddLayer(PegPhysicsManager.Plane); } }
public override Chute CreateChute(ChutesPlane chutesPlane, int chuteNumber, Point chuteLocation) { return(new ClientChute(GameBoard, chutesPlane, chuteNumber, chuteLocation)); }
public static ClientChutesPlane Client(this ChutesPlane obj) { return((ClientChutesPlane)obj); }