/// <summary> /// Initializes a new EntityComposer class. /// </summary> public EntityComposer() { Projectiles = new List<Projectile>(); Enemies = new List<Enemy>(); Explosions = new List<Explosion>(); Input = SGL.QueryComponents<InputManager>(); _scoreIndicators = new List<ScoreIndicator>(); Score = 0; _random = new GameRandom(); var contentManager = SGL.QueryComponents<ContentManager>(); var playerTexture = contentManager.Load<Texture2D>("shipAnimation.png"); _projectileTexture = contentManager.Load<Texture2D>("laser.png"); _enemyTexture = contentManager.Load<Texture2D>("mineAnimation.png"); _explosionTexture = contentManager.Load<Texture2D>("explosion.png"); EnableHPBars = true; _laserFire = new SoundEffect(SGL.QueryResource<Sound>("laserFire.wav"), AudioManager.Instance.SoundEffectGroups[0]); _explosion = new SoundEffect(SGL.QueryResource<Sound>("explosion.wav"), AudioManager.Instance.SoundEffectGroups[0]); AudioManager.Instance.SoundEffectGroups[0].MasterVolume = 0.05f; Player = new Player(playerTexture); }
/// <summary> /// Initializes a new PipeManager class. /// </summary> /// <param name="pipeBody">The PipeBody.</param> /// <param name="pipeBottom">The PipeBottom head.</param> /// <param name="pipeTop">The PipeTop head.</param> public PipeManager(Texture2D pipeBody, Texture2D pipeBottom, Texture2D pipeTop) { _pipes = new List<Pipe>(); _pipeBody = pipeBody; _pipeBottom = pipeBottom; _pipeTop = pipeTop; _random = new GameRandom(); Opacity = 1f; }
public Ball() { gr = new GameRandom(); GraphicsDevice = SGL.Components.Get<GraphicsDevice>(); inputManager = SGL.Components.Get<InputManager>(); this.speed = 5; this.Position = new Vector2(GraphicsDevice.BackBuffer.Width / 2, GraphicsDevice.BackBuffer.Height / 2); this.directionX = gr.Next(0, 100) <= 50 ? -1 : +1; this.directionY = gr.Next(0, 100) <= 50 ? -1 : +1; }