public ObjectSpawnController(EventHandler eventHandler, List<GameObject> gameObjects, GraphicsHandler2D graphicsHandler, Map_2DTile map) { this.eventHandler = eventHandler; this.gameObjects = gameObjects; this.graphicsHandler = graphicsHandler; this.map = map; }
public SnapToTileMovementComponent(EventHandler eventHandler, Map_2DTile m, List<GameObject> gameObjects, int StartingPosX, int StartingPosY) : base(eventHandler) { this.m = m; this.gameObjects = gameObjects; targetPosX = StartingPosX; targetPosY = StartingPosY; }
public Map_2DPlattformerTileCollisionComponent(EventHandler eventHandler, Map_2DTile m) : base(eventHandler) { this.m = m; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here // Map map = new Map_2DTile(); map.Load(Content, "./Content/Map1.txt"); graphicsHandler.AddImage("player", Content.Load<Texture2D>("slime_medium")); graphicsHandler.AddImage("bomb", Content.Load<Texture2D>("bomb")); graphicsHandler.AddImage("explosion", Content.Load<Texture2D>("explosion")); objectSpawnController = new ObjectSpawnController(eventHandler, gameObjects, graphicsHandler, map); collisionHandler = new CollisionHandler(eventHandler, gameObjects); // How a spawn player event would be added, with the spawn code genereated inside ObjectSpawnController. eventHandler.QueueEvent(new SpawnEvent("player")); eventHandler.QueueEvent(new SpawnEvent("player2")); font = Content.Load<SpriteFont>("font"); }
public ExpandComponent(EventHandler eventHandler, Map_2DTile map, int expandLimit) : base(eventHandler) { this.map = map; this.expandLimit = expandLimit; }