public GameOverGameState(GameManager gameManager,
                          SharedGameState sharedState,
                          Player[] players,
                          int[] score) : base(gameManager, sharedState)
 {
     Players = players;
     Score   = score;
 }
Exemplo n.º 2
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        private bool ArmedForSceneChangeOnPlayerLostAnimationComplete = false; // TODO This doesn't have logic to switch scenes yet

        public AdriftGameState(GameManager gameManager,
                               SharedGameState sharedState,
                               Player[] players)
            : base(gameManager, sharedState)
        {
            Players            = players;
            _spriteBatch       = new SpriteBatch(GameManager.GraphicsDevice);
            _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice);
        }
        public UIOptionsGameState(GameManager gameManager, SharedGameState sharedState) : base(gameManager, sharedState)
        {
            _spriteBatch         = new SpriteBatch(GameManager.GraphicsDevice);
            _fieldFontRenderer   = new FieldFontRenderer(Content, GameManager.GraphicsDevice);
            supportedResolutions = new List <string>();

            IEnumerator <DisplayMode> enumerator = GameManager.Graphics.GraphicsDevice.Adapter.SupportedDisplayModes.GetEnumerator();

            while (enumerator.MoveNext())
            {
                supportedResolutions.Add(enumerator.Current.ToString());
            }
        }
Exemplo n.º 4
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        public UILobbyGameState(GameManager gameManager,
                                SharedGameState sharedState,
                                Player[] players = null)
            : base(gameManager, sharedState)
        {
            _spriteBatch       = new SpriteBatch(GameManager.GraphicsDevice);
            _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice);

            if (players != null)
            {
                for (int i = 0; i < players.Length; i++)
                {
                    int idx = players[i].LobbySeatIndex > 0 && players[i].LobbySeatIndex < MAX_PLAYERS ? players[i].LobbySeatIndex : i;
                    _playersSeated[idx] = players[i];
                }
            }
        }
 public ParticleTestGameState(GameManager gameManager, SharedGameState sharedState) : base(gameManager, sharedState)
 {
     _timer  = new Timer(0);
     _random = new MTRandom();
 }
Exemplo n.º 6
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 public PauseGameState(GameManager gameManager, SharedGameState sharedState, Process gameProcess) : base(gameManager, sharedState)
 {
     _spriteBatch       = new SpriteBatch(GameManager.GraphicsDevice);
     _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice);
     _gameProcess       = gameProcess;
 }
Exemplo n.º 7
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 public UIMenuGameState(GameManager gameManager, SharedGameState sharedState) : base(gameManager, sharedState)
 {
     _spriteBatch       = new SpriteBatch(GameManager.GraphicsDevice);
     _fieldFontRenderer = new FieldFontRenderer(Content, GameManager.GraphicsDevice);
 }
Exemplo n.º 8
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 public MenuGameState(GameManager gameManager, SharedGameState sharedState) : base(gameManager, sharedState)
 {
 }