public ShieldUpgrade(PowerUpManager pm, Player playership, Vector2 initiallocation, Game game, List<Upgrade> shotlist) : base(pm, playership, initiallocation, game, shotlist) { UpgradeID = (int)UpgradeTypes.Shield; UpgradeTexture = pm.ShieldUpgradeTexture; }
public PlayingState(Game game) : base(game) { game.Services.AddService(typeof(IPlayingState), this); PlayerShip = new Player(OurGame); GameThrusterManager = new ThrusterManager(OurGame); PlayerShip.GameThrusterManager = GameThrusterManager; GameFoodManager = new FoodManager(OurGame); PlayerShip.GameFoodManager = GameFoodManager; GameFoodManager.PlayerShip = PlayerShip; GamePowerupManager = new PowerUpManager(OurGame); PlayerShip.GamePowerupManager = GamePowerupManager; GamePowerupManager.PlayerShip = PlayerShip; OurGame.Components.Add(PlayerShip); OurGame.Components.Add(GameThrusterManager); OurGame.Components.Add(GameFoodManager); OurGame.Components.Add(GamePowerupManager); PlayerShip.Enabled = false; GameFoodManager.Enabled = false; GameThrusterManager.Enabled = false; GamePowerupManager.Enabled = false; PlayerShip.Visible = false; GameFoodManager.Visible = false; GameThrusterManager.Visible = false; GamePowerupManager.Visible = false; soundEffect = Content.Load<SoundEffect>("Music"); soundEffectIntance = soundEffect.CreateInstance(); }
public Upgrade(PowerUpManager pm, Player playership, Vector2 initiallocation, Game game, List<Upgrade> shotlist) : base(game) { ShotList = shotlist; Location = initiallocation; GamePowerupManager = pm; this.game = game; PlayerShip = playership; }
public GreenOnion(FoodManager fm, Player playership, Vector2 initiallocation, Vector2 direction, float baserotation, float rotationrate, Game game, List<Food> shotlist) : base(fm, playership, initiallocation, direction, baserotation, rotationrate, game, shotlist) { FoodID = (int)FoodTypes.GreenOnion; this.spriteTexture = fm.GreenOnionTexture; Scale = 1.0f; Orgin = new Vector2(this.spriteTexture.Width / 2, this.spriteTexture.Height / 2); this.SpriteTextureData = new Color[this.spriteTexture.Width * this.spriteTexture.Height]; this.spriteTexture.GetData(this.SpriteTextureData); soundEffectthree = content.Load<SoundEffect>("Squish"); soundEffectIntancethree = soundEffectthree.CreateInstance(); }
public Food(FoodManager fm, Player playership, Vector2 initiallocation, Vector2 direction, float baserotation, float rotationrate, Game game, List<Food> shotlist) : base(game) { Location = initiallocation; Direction = direction; ShotList = shotlist; Location = initiallocation; GameFoodManager = fm; this.game = game; Rotate = baserotation; RotationRate = rotationrate; PlayerShip = playership; }
public void Reset() { OurGame.Components.Remove(PlayerShip); OurGame.Components.Remove(GameThrusterManager); OurGame.Components.Remove(GameFoodManager); OurGame.Components.Remove(GamePowerupManager); int highscore = PlayerShip.HighScore; PlayerShip = new Player(OurGame); GameThrusterManager = new ThrusterManager(OurGame); PlayerShip.GameThrusterManager = GameThrusterManager; GameFoodManager = new FoodManager(OurGame); PlayerShip.GameFoodManager = GameFoodManager; GameFoodManager.PlayerShip = PlayerShip; GamePowerupManager = new PowerUpManager(OurGame); PlayerShip.GamePowerupManager = GamePowerupManager; GamePowerupManager.PlayerShip = PlayerShip; OurGame.Components.Add(PlayerShip); OurGame.Components.Add(GameThrusterManager); OurGame.Components.Add(GameFoodManager); OurGame.Components.Add(GamePowerupManager); PlayerShip.Enabled = false; GameFoodManager.Enabled = false; GameThrusterManager.Enabled = false; GamePowerupManager.Enabled = false; PlayerShip.Visible = false; GameFoodManager.Visible = false; GameThrusterManager.Visible = false; GamePowerupManager.Visible = false; PlayerShip.HighScore = highscore; }