public sGameFour(mouseHelp mouse, keyboardHelp keyboard, GraphicsDevice GraphicsDevice) : base(mouse, keyboard, GraphicsDevice) { this.gameObjects = new List<gameObject>(); this.obstacleList = new List<Obstacle>(); this.gameObjects.Add(new gameObject(new Vector2(750, 300), "Texture/Bar")); this.gameState = stateGame.game4; resetScene(); }
public sGameOutro(mouseHelp mouse, keyboardHelp keyboard, GraphicsDevice GraphicsDevice) : base(mouse, keyboard, GraphicsDevice) { this.gameObjects = new List<gameObject>(); this.obstacleList = new List<Obstacle>(); this.gameObjects.Add(new gameObject(new Vector2(400, 300), "MenuArt/gameOutro")); conButt = new objButton(new Vector2(400, 500), "Credits!"); conButt.zIndex = 0.5f; this.gameObjects.Add(conButt); this.gameState = stateGame.gameOutro; }
public sGameThreeFail(mouseHelp mouse, keyboardHelp keyboard, GraphicsDevice GraphicsDevice) : base(mouse, keyboard, GraphicsDevice) { this.gameObjects = new List<gameObject>(); this.obstacleList = new List<Obstacle>(); this.gameObjects.Add(new gameObject(new Vector2(400, 300), "MenuArt/DrivingTwoFail")); conButt = new objButton(new Vector2(400, 500), "Retry"); conButt.zIndex = 0.5f; this.gameObjects.Add(conButt); this.gameState = stateGame.game3Fail; }
public sGameOneWin(mouseHelp mouse, keyboardHelp keyboard, GraphicsDevice GraphicsDevice) : base(mouse, keyboard, GraphicsDevice) { this.gameObjects = new List<gameObject>(); this.obstacleList = new List<Obstacle>(); this.gameObjects.Add(new gameObject(new Vector2(400, 300), "MenuArt/DrivingOneWin")); conButt = new objButton(new Vector2(400, 500), "Continue"); conButt.zIndex = 0.5f; this.gameObjects.Add(conButt); this.gameState = stateGame.game1Win; }
public sGameThree(mouseHelp mouse, keyboardHelp keyboard, GraphicsDevice GraphicsDevice) : base(mouse, keyboard, GraphicsDevice) { this.gameObjects = new List<gameObject>(); this.gameObjects.Add(new gameObject(new Vector2(750, 300), "Texture/Bar")); this.gameObjects.Add(new gameObject(new Vector2(50, 300), "Texture/Bar")); this.gameState = stateGame.game3; worldMatrix = Matrix.Identity; prepareScene(); screenFade.A = 0; keyState = Keyboard.GetState(); previousKeyState = keyState; bounding = new BoundingBox(); streetZ = -2000; streetZ2 = -6000; streetZ3 = -10000; camX = 0; skyX = 0; progress = 0; damage = 0; drawDamage = 0; rotation = 0.0f; projMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), GraphicsDevice.DisplayMode.AspectRatio, 1.0f, 8000.0f); timer = new TimeSpan(0, 0, 0); obstacleTime = new TimeSpan(0, 0, 1); carTime = new TimeSpan(0, 0, 2); this.obstacleList = new List<Obstacle>(); }