private void loadMenuSpritesToGameScreen() { foreach (MenuItem item in r_Items) { m_GameScreen.Add(item.Sprite); } m_GameScreen.Add(m_MainRowTextSprite); m_GameScreen.Add(this); UpdateSelectedColor(); }
private void initRangeComponent() { m_Rectangle = new Rectangle(m_GameScreen, k_RectangleAsset); m_Bar = new Bar(m_GameScreen, k_BarAsset); m_Bar.Initialize(); m_Rectangle.Initialize(); m_Rectangle.Position = new Vector2(m_Rectangle.Position.X, m_Bar.Height / 3); m_Rectangle.Scales *= new Vector2(0.24f); m_Bar.Scales *= new Vector2(0.25f); m_DistanceToJump = m_Rectangle.Width / (m_Max / m_Jump); m_GameScreen.Add(m_Rectangle); m_GameScreen.Add(m_Bar); }
public SpaceShip(GameScreen i_GameScreen, bool i_IsPlayer1 = true, int i_PlayerPoints = 0, int i_PlayerLifes = 3) : base(k_AssetName1, i_GameScreen.Game) { m_MyScreen = i_GameScreen; r_IsPlayer1 = i_IsPlayer1; m_LifeLeft = i_PlayerLifes; if (r_IsPlayer1) { r_Label = new label(m_MyScreen, r_IsPlayer1); r_LeftButton = k_Player1LeftKey; r_RightButton = k_Player1RightKey; r_ShootButton = k_Player1ShootKey; } else { r_Label = new label(m_MyScreen, r_IsPlayer1); r_LeftButton = k_Player2LeftKey; r_RightButton = k_Player2RightKey; r_ShootButton = k_Player2ShootKey; this.AssetName = k_AssetName2; } this.Game.Window.ClientSizeChanged += fixPos; m_Points = i_PlayerPoints; m_MyScreen.Add(this); }
public label(GameScreen i_GameScreen, bool i_IsPlayer1) : base(k_AssetName, i_GameScreen.Game) { m_MyScreen = i_GameScreen; m_IsPlayer1 = i_IsPlayer1; m_MyScreen.Add(this); }
internal void ChangeScreen(PlayScreen playScreens) { m_GameScreen = playScreens; m_GameScreen.Add(this); m_IsDying = false; m_BulletsCounter = 0; }
protected Menu(StrokeSpriteFont i_Title, GameScreen i_GameScreen) : base(string.Empty, i_GameScreen) { r_Options = new List <MenuItem>(); r_InputManager = this.Game.Services.GetService(typeof(IInputManager)) as IInputManager; r_SoundManager = this.Game.Services.GetService(typeof(SoundManager)) as ISoundManager; this.VisibleChanged += menu_VisibleChanged; this.BlendState = BlendState.NonPremultiplied; this.GameSettings = this.Game.Services.GetService(typeof(IGameSettings)) as IGameSettings; this.Title = i_Title; this.Title.Visible = false; i_GameScreen.Add(this); i_GameScreen.Add(Title); }
public Bullet(GameScreen i_Gamescreen) : base(k_AssetName, i_Gamescreen.Game) { m_MyScreen = i_Gamescreen; m_MyScreen.Add(this); this.Velocity = r_Velocity; }
public ScoresBoard(GameScreen i_GameScreen, int i_PlayerNumber, Color i_TextColor) : base(i_GameScreen.Game) { r_TextColor = i_TextColor; r_PlayerNumber = i_PlayerNumber; i_GameScreen.Add(this); }
public RegisteredComponent(GameScreen i_GameScreen, int i_UpdateOrder = int.MaxValue) : base(i_GameScreen.Game) { Screen = i_GameScreen; UpdateOrder = i_UpdateOrder; i_GameScreen.Add(this); }
public Enemy(GameScreen i_Gamescreen, Vector2 i_StartPosition, int i_EnemyTypeNum, int i_GameLevel) : base(k_AssetNameAllEnemy, i_Gamescreen.Game) { m_GameLevel = i_GameLevel % k_numOfLevels; m_MyScreen = i_Gamescreen; m_MyScreen.Add(this); m_StartPos = i_StartPosition; m_TimeToShoot = (float)r_Random.Next(k_MinTimeToShoot, k_MaxTimeToShoot); r_EnemyType = i_EnemyTypeNum; if (r_EnemyType == 1) { this.TintColor = Color.Pink; r_Points = k_Enemy1Points; } else if (r_EnemyType == 2 || r_EnemyType == 3) { this.TintColor = Color.LightSkyBlue; r_Points = k_Enemy2Points; } else { this.TintColor = Color.Yellow; r_Points = k_Enemy3Points; } r_Points += 100 * m_GameLevel; this.Game.Window.ClientSizeChanged += fixPos; }
public Sprite(string i_AssetName, GameScreen i_Game, int i_UpdateOrder, int i_DrawOrder) : base(i_AssetName, i_Game.Game, i_UpdateOrder, i_DrawOrder) { AngularVelocity = 0; Screen = i_Game; Screen.Add(this); }
public WallsGroup(GameScreen i_GameScreen, int i_numOfWalls) : base(i_GameScreen.Game) { this.m_GameScreen = i_GameScreen; this.m_NumOfWalls = i_numOfWalls; this.m_Walls = new List <Wall>(this.m_NumOfWalls); i_GameScreen.Add(this); }
public BarrierLine(GameScreen i_GameScreen, int i_GameLevel = 0) : base(i_GameScreen.Game) { m_GameLevel = i_GameLevel; m_MyScreen = i_GameScreen; m_MyScreen.Add(this); }
public LivesManager(GameScreen i_GameScreen) : base(i_GameScreen.Game) { this.Game.Services.AddService(typeof(ILivesManager), this); r_GameScreen = i_GameScreen; i_GameScreen.Add(this); this.DrawOrder = this.UpdateOrder = int.MaxValue; }
public void EnemyFired(Bullet i_Bullet, GameScreen i_Screen) { m_EnemyBullets.Add(i_Bullet); if (!i_Screen.Contains(i_Bullet)) { i_Screen.Add(i_Bullet); } }
public Background(GameScreen i_GameScreen, float i_Opacity = 1) : base(k_AssetName, i_GameScreen.Game) { m_MyScreen = i_GameScreen; this.Opacity = i_Opacity; m_MyScreen.Add(this); this.Game.Window.ClientSizeChanged += fixScales; }
public Barriers(GameScreen i_Game, string i_AssetName, int i_Level) : base(i_AssetName, i_Game.Game) { r_Game = i_Game; r_Barriers = new List <Barrier>(); m_CurrentLevel = i_Level; i_Game.Add(this); }
public EnemyMatrix(GameScreen i_Game, string i_AssetName, int i_CurrentLevel, int i_NumberOfCols) : base(i_AssetName, i_Game.Game) { r_GameScreen = i_Game; s_NumberOfCols = i_NumberOfCols; m_CurrentLevel = i_CurrentLevel; m_EnemyMatrix = new Enemy[k_NumberOfRows, s_NumberOfCols]; i_Game.Add(this); }
public Barrier(GameScreen i_GameScreen, int i_BarrierNum, int i_GameLevel) : base(k_AssetName, i_GameScreen.Game) { m_GameLevel = i_GameLevel % k_numOfLevels; m_MyScreen = i_GameScreen; m_BarrierNum = i_BarrierNum; this.Game.Window.ClientSizeChanged += fixPos; m_MyScreen.Add(this); }
private void positionResult(string i_ResultText, GameScreen i_GameScreen) { m_Result = new StrokeSpriteFont(i_ResultText, i_GameScreen); m_Result.Initialize(); m_Result.PositionOrigin = m_Result.SourceRectangleCenter; m_Result.RotationOrigin = m_Result.SourceRectangleCenter; m_Result.Position = ResultPosition; i_GameScreen.Add(m_Result); }
public EnemyMatrix(GameScreen i_Gamescreen, int i_GameLevel = 0, int i_ColNum = 9, int i_RowNum = 5) : base(i_Gamescreen.Game) { m_GameLevel = i_GameLevel; m_MyScreen = i_Gamescreen; m_MyScreen.Add(this); m_RowNum = i_RowNum; m_ColNum = i_ColNum; }
public Barrier(GameScreen i_Game, string i_AssetName, Vector2 i_Position, Color[] i_Pixels, int i_Level) : base(i_AssetName, i_Game.Game) { r_Game = i_Game; m_Pixels = i_Pixels; r_StartPosition = i_Position; r_CollisionsManager = Game.Services.GetService(typeof(ICollisionsManager)) as ICollisionsManager; m_CurrentLevel = i_Level; i_Game.Add(this); }
public SpaceShip(GameScreen i_Game, PlayerData m_PlayerData, PlayerInformation i_PlayerInformation) : base(m_PlayerData.AssetName, i_Game.Game) { m_GameScreen = i_Game; this.m_PlayerData = m_PlayerData; m_SpaceShipIndex = s_SpaceShipCounter; s_SpaceShipCounter++; initPlayerInformation(i_PlayerInformation); m_GameScreen.Add(this); }
public MotherShip(GameScreen i_GameScreen, int i_GameLevel) : base(k_AssetName, i_GameScreen.Game) { r_MyScreen = i_GameScreen; r_Points += (i_GameLevel % k_numOfLevels) * k_PointsUpEachLevel; this.TintColor = Color.Red; m_TimeToMotherShip = r_Random.Next(k_MinTimeToMotherShip, k_MaxTimeToMotherShip); this.Velocity = new Vector2(k_Speed, 0); r_MyScreen.Add(this); }
public BarrierManager(GameScreen i_GameScreen, float i_PlayerStartingY, float i_PlayerHeight) : base(i_GameScreen.Game) { r_SoundManager = this.Game.Services.GetService(typeof(SoundManager)) as ISoundManager; r_Barriers = new List <Barrier>(k_NumOfBarriers); r_PlayerStartingY = i_PlayerStartingY; r_PlayerHeight = i_PlayerHeight; this.UpdateOrder = k_CallOrder; r_GameScreen = i_GameScreen; r_GameScreen.Add(this); }
public EnemyManager(GameScreen i_GameScreen) : base(i_GameScreen.Game) { r_AliveEnemyIndices = new List <KeyValuePair <int, int> >(); r_GameScreen = i_GameScreen; r_EnemyMatrix = new List <List <Enemy> >(k_MatrixRows); r_RandomBehavior = this.Game.Services.GetService(typeof(IRandomBehavior)) as IRandomBehavior; r_SoundManager = this.Game.Services.GetService(typeof(SoundManager)) as ISoundManager; r_MotherShip = new RedMotherShip(r_GameScreen); this.DrawOrder = this.UpdateOrder = 5; r_GameScreen.Add(this); }
public void Shoot() { if (Enabled && Bullets.Count < MaxNumOfActiveBullets) { Vector2 bulletPosition = new Vector2(m_Position.X + k_DeltaForCorrectBulletPosiotionX, m_Position.Y + k_DeltaForCorrectBulletPosiotionY); Bullet bullet = new Bullet(bulletPosition, eDirection.Down, Game as GameStructure, GameScreen); bullet.TintColor = Color.Blue; Bullets.Add(bullet); GameScreen.Add(bullet); m_ShootSound.Play(); } }
public Enemy(GameScreen i_Game, EnemyData i_EnemyData, EnemyMatrix i_EnemyMatrix) : base(i_EnemyData.AssetName, i_Game.Game) { r_Game = i_Game; this.r_EnemyData = i_EnemyData; Position = i_EnemyData.EnemyStartPosition; TintColor = i_EnemyData.EnemyColor; r_EnemyIndex = s_EnemyCounter; s_EnemyCounter++; s_JumpYDelta = 0; r_EnemyMatrix = i_EnemyMatrix; m_BulletCounter = 0; i_Game.Add(this); }
public Live(GameScreen i_GameScreen, int i_LifeNumber, bool i_IsPlayer1 = true) : base(k_AssetName1, i_GameScreen.Game) { m_MyScreen = i_GameScreen; m_IsPlayer1 = i_IsPlayer1; if (!m_IsPlayer1) { this.AssetName = k_AssetName2; } m_LifeNumber = i_LifeNumber; m_MyScreen.Add(this); this.Game.Window.ClientSizeChanged += fixPos; }
public Player(GameScreen i_GameScreen, PlayerIndex i_PlayerType, Keys i_LeftKey, Keys i_RightKey, Keys i_ShootKey, bool i_IsAllowdToUseMouse, Vector2 initialPosition) : base(i_GameScreen.Game) { this.m_Souls = new List <Soul>(k_NumOfSouls); this.m_LeftMoveKey = i_LeftKey; this.m_RightMoveKey = i_RightKey; this.m_ShootKey = i_ShootKey; this.m_IsAllowedToUseMouse = i_IsAllowdToUseMouse; this.m_PlayerType = i_PlayerType; this.m_GameScreen = i_GameScreen; this.createSpaceShip(i_PlayerType); this.createSouls(); this.m_CurrentSoulsNumber = k_NumOfSouls; i_GameScreen.Add(this); }
public void PlayerFired(Bullet i_Bullet, bool i_IsFirstPlayer, GameScreen i_Screen) { if (i_IsFirstPlayer) { m_FirstPlayerBullets.Add(i_Bullet); } else { m_SecondPlayerBullets.Add(i_Bullet); } if (!i_Screen.Contains(i_Bullet)) { i_Screen.Add(i_Bullet); } }
public void AddPlayer(BasePlayer i_Player) { i_Player.PlayerCollided += player_Collided; i_Player.StartPosition = NextPosition; NextPosition -= new Vector2(i_Player.Width, 0); m_LivesManager.AddPlayer(i_Player); m_ScoreManager.AddPlayer(i_Player); r_GameScreen.Add(i_Player); r_Players.Add(i_Player); PlayersCount++; r_SoundManager.AddSoundEmitter(i_Player); if (PlayersCount > m_GameSettings.PlayersCount) { i_Player.Visible = false; i_Player.Enabled = false; } setMouseControl(i_Player); }
public MenuManager(GameScreen i_GamsScreen, int i_NumberOfButtens) : base(i_GamsScreen.Game) { m_MyScreen = i_GamsScreen; m_MyScreen.Add(this); m_NumberOfButtens = i_NumberOfButtens; m_SinglePlayer = false; m_ButtenList = new GameButten[m_NumberOfButtens]; for (int i = 0; i < m_NumberOfButtens; i++) { m_ButtenList[i] = new GameButten(m_MyScreen, i.ToString(), i); m_ButtenList[i].OnMouseChangedButten += Button_OnMouseChangedButten; m_ButtenList[i].OnMouseLeftHover += Button_OnMouseLeftHover; m_ButtenList[i].OnRsetsetButtens += menuManager_OnRsetsetButtens; } this.Game.Window.ClientSizeChanged += menuManager_ClientSizeChanged; m_CurrentButton = null; m_MenuLabel = new MenuLabel(m_MyScreen, "Press [Page UP / Down] Or (Mouse Right Butten/Scroll) To Naivate Between Button Options"); m_ScreenTilte = new ScreenTitle(m_MyScreen); }
public static Sprite CreateSprite(GameScreen i_GameScreen, eSpriteType i_SpriteType) { Sprite sprite = null; switch (i_SpriteType) { case eSpriteType.Bullet: sprite = new Bullet(i_GameScreen, k_BulletAsset); break; case eSpriteType.EnemyLightBlue: sprite = new Enemy(i_GameScreen, Color.LightBlue, 2, 4, k_EnemysAsset); break; case eSpriteType.EnemyPink: sprite = new Enemy(i_GameScreen, Color.Pink, 0, 2, k_EnemysAsset); break; case eSpriteType.EnemyYellow: sprite = new Enemy(i_GameScreen, Color.Yellow, 4, 6, k_EnemysAsset); break; case eSpriteType.MotherShip: sprite = new MotherShip(i_GameScreen, k_MotherSpaceShipAsset); break; case eSpriteType.SpaceBackground: sprite = new SpaceBackground(i_GameScreen, k_SpaceBGAsset); break; case eSpriteType.BlueSpaceShip: sprite = new SpaceShip(i_GameScreen, k_BlueSpaceShipAsset); break; case eSpriteType.GreenSpaceShip: sprite = new SpaceShip(i_GameScreen, k_GreenSpaceShipAsset); break; case eSpriteType.Barrier: sprite = new Barrier(i_GameScreen, k_BarrierAsset); break; case eSpriteType.SmallText: sprite = new Text(i_GameScreen, k_CalibriSmallFontAsset); break; case eSpriteType.MediumText: sprite = new Text(i_GameScreen, k_CalibriMediumFontAsset); break; case eSpriteType.BigText: sprite = new Text(i_GameScreen, k_CalibriBigFontAsset); break; case eSpriteType.LifeBlueSpaceShip: sprite = new Life(i_GameScreen, k_BlueSpaceShipAsset); break; case eSpriteType.LifeGreenSpaceShip: sprite = new Life(i_GameScreen, k_GreenSpaceShipAsset); break; case eSpriteType.Mouse: sprite = new MouseSprite(i_GameScreen, k_MouseAsset); break; } sprite.Initialize(); i_GameScreen.Add(sprite); return sprite; }