public IntroState(GameStateManager stateManager, Game game) { this.game = game; this.stateManager = stateManager; stringFormat.Alignment = StringAlignment.Center; stringFormat.LineAlignment = StringAlignment.Center; }
public MainState(GameStateManager stateManager, Game game, LevelManager levelManager) { this.stateManager = stateManager; this.game = game; this.levelManager = levelManager; currentLevel = levelManager.GetLevel(0); }
public LevelWonState(GameStateManager stateManager, Game game, LevelManager levelManager) { this.game = game; this.stateManager = stateManager; this.levelManager = levelManager; stringFormat.Alignment = StringAlignment.Center; stringFormat.LineAlignment = StringAlignment.Center; }
public MenuState(GameStateManager stateManager, Game game, LevelManager levelManager) { this.game = game; this.stateManager = stateManager; this.levelManager = levelManager; stringFormat.Alignment = StringAlignment.Center; stringFormat.LineAlignment = StringAlignment.Center; menuForm = new Form(); menuForm.Size = new Size(300, 300); }
/// <summary> /// Starts the game running </summary> /// <param name="gameStateManager"> /// A GameStateManager with at lease one IGameState added. </param> /// <remarks> /// Overriders of this method should start the game loop after the game /// is up and running. </remarks> public virtual void Run(GameStateManager gameStateManager) { gameLoop = new GameLoop(this, gameStateManager); }
internal GameLoop(Game game, GameStateManager stateManager) { this.game = game; this.stateManager = stateManager; }
/// <see cref="Game"/> public override void Run(GameStateManager gameStateManager) { base.Run(gameStateManager); // // Application.Run() is a blocking method. We need to hook into it's // Shown event to start the GameLoop AFTER it is up and running. // form.Shown += new EventHandler(OnFormShown); form.FormClosed += new FormClosedEventHandler(OnFormClosed); Application.Run(form); }