public AudioController(Game game, bool muted, bool playing) : base(game) { this.muted = muted; this.playing = playing; this.game = (LeGame)game; }
public OgreEntity(Game game, Vector2 location, float angle) : base(game) { this.game = (LeGame)game; this.location = location; this.angle = angle; isWalking = false; }
public StateManager(LeGame game) { Log("Creating states"); menu = new StateMenu(game); single = new StateSingle(game); multi = new StateMulti(game); curState = LeGame.STARTING_STATE; }
public StateSingle(LeGame g) : base(g) { #region Entities Construction player = new PlayerEntity(game, LeGame.PLAYER_STARTING_LOCATION); ogre = new OgreEntity(game, LeGame.OGRE_STARTING_LOCATION, 0.0f); mouse = new MouseEntity(game); #endregion #region Component Construction environment = new TileEnvironment(game, player, LeGame.ENVIRONMENT_WIDTH, LeGame.ENVIRONMENT_HEIGHT); audioControl = new AudioController(game, false, false); #endregion }
public StateMenu(LeGame g) : base(g) { Log("Creating state"); background = new ScrollBackground(game, "menu/background"); mouse = new MouseEntity(game); singleColor = multiColor = optionsColor = exitColor = TEXT_COLOR; isTransitioning = true; doChangeState = false; transitionCount = 0; targetState = StateManager.State.Single; currentTransition = TransitionType.FadeIn; }
public PlayerEntity(Game game, Vector2 startLocation) : base(game) { this.parent = (LeGame)game; location = startLocation; previousLocation = startLocation; isMoving = false; isSprinting = false; canSprint = true; angle = 0.0f; collisionBoxSize = size - 5; drawLocation = Vector2.One; drawLocation.X = (float)((LeGame.CLIENT_SCREEN_WIDTH / 2.0) + (size / 2.0)); drawLocation.Y = (float)((LeGame.CLIENT_SCREEN_HEIGHT / 2) + (size / 2)); }
/// <summary> /// A vertically scrolling background. /// </summary> /// <param name="game">Instance of game class</param> /// <param name="path">Path to texture</param> public ScrollBackground(LeGame game, String path) : base(game) { this.game = game; this.texturePath = path; }
internal Weapon(LeGame g) { game = g; damage = 0.0f; }
public MouseEntity(LeGame game) : base(game) { screenArea = game.window; // screenArea = new Rectangle(0, 0, (int)LeGame.CLIENT_SCREEN_WIDTH, (int)(LeGame.CLIENT_SCREEN_RATIO * LeGame.CLIENT_SCREEN_WIDTH)); }
public StateMulti(LeGame g) : base(g) { }
public GameState(LeGame g) { this.game = g; }