예제 #1
0
 public SceneManager(SpriteManager spm, SoundManager som)
 {
     scenes = new Dictionary<EScene,AScene>();
     scenes.Add(EScene.LEVEL, new Play(this, spm, som));
     scenes.Add(EScene.PAUSE, new Pause(this, spm, som));
     scenes.Add(EScene.LEGEND, new Legend(this, spm, som));
     scenes.Add(EScene.TITLE, new TitleScreen(this, spm, som));
     scenes.Add(EScene.WIN, new WinScreen(this, spm, som));
     spm_ = spm;
     som_ = som;
     activateScene(EScene.TITLE);
     exit_ = false;
     lastState = GamePad.GetState(PlayerIndex.One);
     currentState = GamePad.GetState(PlayerIndex.One);
 }
예제 #2
0
파일: WinScreen.cs 프로젝트: poksme/Pacman
 public WinScreen(SceneManager sm, SpriteManager spm, SoundManager som)
     : base(sm, spm, som)
 {
     lastState = GamePad.GetState(PlayerIndex.One);
     sm_ = sm;
 }
예제 #3
0
파일: Legend.cs 프로젝트: poksme/Pacman
 public Legend(SceneManager scm, SpriteManager spm, SoundManager som)
     : base(scm, spm, som)
 {
     lastState = GamePad.GetState(PlayerIndex.One);
     textPos = Vector2.Zero;
 }
예제 #4
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 public TitleScreen(SceneManager sm, SpriteManager spm_, SoundManager som)
     : base(sm, spm_, som)
 {
     lastState = GamePad.GetState(PlayerIndex.One);
     som_.play(SoundManager.ESound.BEGIN);
 }
예제 #5
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파일: Play.cs 프로젝트: poksme/Pacman
 public Play(SceneManager sm, SpriteManager spm, SoundManager som)
     : base(sm, spm, som)
 {
     load();
 }
예제 #6
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파일: Pause.cs 프로젝트: poksme/Pacman
 public Pause(SceneManager sm, SpriteManager spm, SoundManager som)
     : base(sm, spm, som)
 {
     recent = false;
 }
예제 #7
0
파일: AScene.cs 프로젝트: poksme/Pacman
 public AScene(SceneManager scm, SpriteManager spm, SoundManager som)
 {
     scm_ = scm;
     spm_ = spm;
     som_ = som;
 }