public CollisionManager(Game game, JumperMain main, JumperMan man, JumperTile tile, Vector2 stage) : base(game) { this.man = man; this.tile = tile; this.stage = stage; this.game = game; this.main = main; jumpEffect = game.Content.Load <SoundEffect>("Sound/jump"); }
public Explosion(Game game, SpriteBatch spriteBatch, Texture2D tex, Vector2 position, int delay, JumperMan man) : base(game) { this.spriteBatch = spriteBatch; this.tex = tex; this.Position = position; this.delay = delay; this.man = man; dimention = tex.Width / COL; hide(); createFrames(); }
public JumperMain(GameSocket socket, SpriteBatch spriteBatch, GraphicsDeviceManager graphics, string levelName = "level1", int score = 0) : base(socket) { //_graphics = new GraphicsDeviceManager(this); //Content.RootDirectory = "Content"; //IsMouseVisible = true; _spriteBatch = spriteBatch; this.socket = socket; _graphics = graphics; this.levelName = levelName; this.score = score; //_graphics.PreferredBackBufferHeight = 800; //_graphics.PreferredBackBufferWidth = 600; _spriteBatch = new SpriteBatch(GraphicsDevice); stage = new Vector2(_graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight); levels = new List <string>() { "level1", "level2", "level3" }; ReadLevel(levelName); Texture2D manTex = socket.Content.Load <Texture2D>("Image/jumper"); Vector2 manInitPos = new Vector2(_tiles[0].Position.X, _tiles[0].Position.Y - manTex.Height); man = new JumperMan(socket, _spriteBatch, manTex, manInitPos, stage); this.Components.Add(man); foreach (var i in _tiles) { CollisionManager cm = new CollisionManager(socket, this, man, i, stage); this.Components.Add(cm); } texExplo = Game.Content.Load <Texture2D>("Image/explosion"); explosion = new Explosion(socket, _spriteBatch, texExplo, man.Position, 3, man); this.Components.Add(explosion); }