/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Main game = new Main()) { game.Run(); } }
//******************************************** // Constructors //******************************************** public InputManager(Main game) { z_game = game; z_prevKeyState = z_curKeyState = new KeyboardState(); z_prevPadState = z_curPadState = new GamePadState(); SetDefaultControls(); }
//******************************************** // Constructors //******************************************** public Menu(Main game, string tag) { z_game = game; z_objects = new List<MenuObject>(); Tag = tag; z_active = false; }
//******************************************** // Public Properties //******************************************** //******************************************** // Constructors //******************************************** public StageManager(Main game) { z_game = game; z_stage = new Stage(); z_isUpdating = false; z_adds = new Stack<GameObject>(5); z_removes = new Stack<GameObject>(10); }
public StarField(Main game) : base(game, game.Content.Load<Texture2D>("Textures\\Starscape4")) { Layer = LayerConstants.BackgroundLayer; Width = game.WorldRect.Width; Height = game.WorldRect.Height; Speed = 25.0f/1000; Direction = VectorHelper.AngleToVector(MathHelper.ToRadians(90)); Position = Vector2.Zero; z_font = game.Content.Load<SpriteFont>("Fonts\\LivesFont"); }
//******************************************** // Constructors //******************************************** public AudioManager(Main game) { z_game = game; MediaPlayer.IsRepeating = true; z_currentSong = SongList.None; z_volMusic = 1.0f; z_volSoundFX = 1.0f; MasterVolume = 1.0f; MusicOn = true; SoundFXOn = true; SoundOn = true; }
//************************** // Constructors //************************** public PlayerShip(Main game) : base(game, game.Content.Load<Texture2D>("Images\\ship1")) { z_typeID = PlayerShip.ObjectTypeID; Health = 100; Lives = 3; Score = 0; ShotsTaken = 0; Hits = 0; Position = new Vector2(640, 650); SpriteOrientation = 3f * MathHelper.PiOver2; Layer = LayerConstants.ObjectLayer; Direction = -Vector2.UnitY; DrawRotation = VectorHelper.VectorToAngle(Direction); }
public GameObject(Main game, Texture2D sprite) { z_typeID = GameObject.ObjectTypeID; z_game = game; z_spriteRects = new List<Rectangle>(); // the spriteRect array will likely be maintained as a static variable by derived classes to save memory. Sprite = sprite; // this automatically sets all sprite related parameters, such as width, center, scale, etc z_animationDelay = 100; z_animationTimer = 0; z_position = Vector2.Zero; z_direction = Vector2.Zero; z_speed = 0.0f; z_removeMe = false; z_spriteColor = Color.White; z_spriteAlpha = 100.0f; z_visible = true; z_drawRotation = 0.0f; z_maxTurnRate = MathHelper.Pi / 3000f; z_children = new List<GameObject>(); }
//******************************************** // Public Properties //******************************************** //******************************************** // Constructors //******************************************** public TitleMenu(Main game) : base(game, "Title") { }
//******************************************** // Constructors //******************************************** public MissionManager(Main game) { z_game = game; }
// Create a new GameObject with the exact same values as the original // It copies the references for the sprite and sprite rect arrays, // but does not copy child lists. This MUST be implemented by classes // utilizing Pool<T>, as it is used to create the copies for the pool. public GameObject(GameObject obj) { z_typeID = GameObject.ObjectTypeID; z_game = obj.z_game; z_position = obj.z_position; z_direction = obj.z_direction; z_layer = obj.z_layer; z_speed = obj.z_speed; z_maxSpeed = obj.z_maxSpeed; z_acceleration = obj.z_acceleration; z_accelerateTo = obj.z_accelerateTo; z_sprite = obj.z_sprite; z_spriteRects = obj.z_spriteRects; z_firstFrameToDraw = obj.z_firstFrameToDraw; z_lastFrameToDraw = obj.z_lastFrameToDraw; z_currentFrame = obj.z_currentFrame; z_animationTimer = obj.z_animationTimer; z_animationDelay = obj.z_animationDelay; z_visible = obj.z_visible; z_width = obj.z_width; z_height = obj.z_height; z_scaleX = obj.z_scaleX; z_scaleY = obj.z_scaleY; z_drawRotation = obj.z_drawRotation; z_spriteOrientation = obj.z_spriteOrientation; z_maxTurnRate = obj.z_maxTurnRate; z_spriteWidth = obj.z_spriteWidth; z_spriteHeight = obj.z_spriteHeight; z_spriteColor = obj.z_spriteColor; z_SpriteCenter = obj.z_SpriteCenter; z_removeMe = false; z_moveTo = obj.z_moveTo; z_spriteAlpha = obj.z_spriteAlpha; z_parent = null; z_children = new List<GameObject>(); }
//******************************************** // Public Properties //******************************************** //******************************************** // Constructors //******************************************** public MainMenu(Main game) : base(game, "Main") { }
//******************************************** // Public Properties //******************************************** //******************************************** // Constructors //******************************************** public PlayerManager(Main game) { z_game = game; }
public Enemy(Main game, Texture2D sprite) : base(game, sprite) { }