private void CreateBodies(BazingaGame game) { for (int i = 0; i < _mapTiles.Length; i++) { for (int j = 0; j < _mapTiles[0].Length; j++) { if (_mapTiles[i][j].TileSprite != MapSpriteTile.None) { _mapTiles[i][j].IsPassable = false; _mapTiles[i][j].Origin = new Vector2(TileSize / 2f, TileSize / 2f); _mapTiles[i][j].Body = BodyFactory.CreateRectangle(game.World, ConvertUnits.ToSimUnits(TileSize), ConvertUnits.ToSimUnits(TileSize), 1f); _mapTiles[i][j].Body.BodyType = BodyType.Static; _mapTiles[i][j].Body.Position = ConvertUnits.ToSimUnits((i) * TileSize + TileSize / 2f, (j) * TileSize + TileSize / 2f); _mapTiles[i][j].Body.Friction = 1f; _mapTiles[i][j].Body.Restitution = 0f; _mapTiles[i][j].Body.CollisionCategories = Category.Cat2; _mapTiles[i][j].Body.CollidesWith = Category.All; } else { _mapTiles[i][j].IsPassable = true; _mapTiles[i][j].Origin = new Vector2(TileSize / 2f, TileSize / 2f); _mapTiles[i][j].Body = null; } if (_mapTiles[i][j].TileSprite == MapSpriteTile.GroundRight) { _mapTiles[i][j].Body.Friction = 0; } } } }
public BazingaPlayer(BazingaGame game, float initialX, float initialY) : base(game) { _initialX = initialX; _initialY = initialY; DrawOrder = 100; }
public ParticleEngine(BazingaGame game, Texture2D texture, Vector2 location) : base(game) { EmitterLocation = location; this.texture = texture; this.particles = new List <Particle>(); random = new Random(); }
public Box(BazingaGame game, float initialX, float initialY) : base(game) { // Nop DrawOrder = 10; _initialX = initialX; _initialY = initialY; }
/// <summary> /// Constructs a new menu entry with the specified text. /// </summary> public MenuEntry(BazingaGame game, Menu menu, string text, EntryType type) : base(game) { Text = text; _type = type; _menu = menu; _scale = 0.9f; Alpha = 1.0f; }
public Menu(BazingaGame game, string menuTitle) : base(game) { _menuTitle = menuTitle; //TransitionOnTime = TimeSpan.FromSeconds(0.7); //TransitionOffTime = TimeSpan.FromSeconds(0.7); //HasCursor = true; }
/// <summary> /// Constructs a new menu entry with the specified text. /// </summary> public MenuButton(BazingaGame game, Texture2D sprite, bool flip, Vector2 position) : base(game) { _scale = 1f; _sprite = sprite; _baseOrigin = new Vector2(_sprite.Width / 2f, _sprite.Height / 2f); Hover = false; _flip = flip; Position = position; }
public SplashScreenState(BazingaGame game) { Game = game; _splashScreens = new List <Texture2D>(); _currentSplashScreenIndex = 0; _splashScreenShowTimeInSeconds = 4; _lastSplashScreenChanged = new GameTime(); }
public Particle(BazingaGame game, Texture2D texture, Vector2 position, Vector2 velocity, float angle, float angularVelocity, Color color, float size, int ttl) : base(game) { Texture = texture; Position = position; Velocity = velocity; Angle = angle; AngularVelocity = angularVelocity; Color = color; Size = size; TTL = ttl; }
/// <summary> /// Constructs a new input state. /// </summary> public InputHelper(BazingaGame game) : base(game) { KeyboardState = new KeyboardState(); GamePadState = new GamePadState(); MouseState = new MouseState(); VirtualState = new GamePadState(); PreviousKeyboardState = new KeyboardState(); PreviousGamePadState = new GamePadState(); PreviousMouseState = new MouseState(); PreviousVirtualState = new GamePadState(); //_manager = manager; _cursorIsVisible = false; IsCursorMoved = false; IsCursorValid = true; Cursor = Vector2.Zero; _handleVirtualStick = false; }
public GameMapState(BazingaGame game) { Game = game; }
public MainMenuState(BazingaGame game) { Game = game; }
public Map(BazingaGame game) : base(game) { }