public void GetViewPort(Viewport viewPort) { Collision_Manager.GetViewPort(viewPort); Asteroid_Manager.GetViewPort(viewPort); Ship_Manager.GetViewPort(viewPort); Projectile_Manager.GetViewPort(viewPort); }
public void DrawGameScreen(SpriteBatch spriteBatch) { Asteroid_Manager.Draw(spriteBatch); PowerUp_Manager.Draw(spriteBatch); Ship_Manager.Draw(spriteBatch); Projectile_Manager.Draw(spriteBatch); Explosions.Draw(spriteBatch); HUD.Draw(spriteBatch); }
public void UpdateGameScreen(GameTime gameTime, bool otherScreenHasFocus) { if (otherScreenHasFocus) { return; } Collision_Manager.Update(gameTime); Asteroid_Manager.Update(gameTime); Ship_Manager.Update(gameTime); Projectile_Manager.Update(gameTime); PowerUp_Manager.Update(gameTime); Explosions.Update(gameTime); GameOver_Manager.Update(gameTime); }
// Start is called before the first frame update void Start() { fired = false; ship = Instantiate((GameObject)Resources.Load("Prefabs/ship"), new Vector3(0, 0, 0), Quaternion.identity); shipScript = ship.GetComponent <Ship>(); input = this.GetComponent <Input_Manager>(); gui = this.GetComponent <GUI_Manager>(); gui.ShipLives = 3; asteroidM = this.GetComponent <Asteroid_Manager>(); bManager = this.GetComponent <Bullet_Manager>(); sceneChange = gameObject.GetComponent <Scene_Changer>(); screenShake = Camera.main.GetComponent <ShakeBehavior>(); isCoroutineExecuting = false; AudioSource[] audioSources = GetComponents <AudioSource>(); source = audioSources[0]; laser = audioSources[0].clip; crash = audioSources[1].clip; }