Пример #1
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 public ExplosionSprite(string resourcePath, string soundFxPath, int width, int height, SpriteLoaderFlyweight textureFlyweight)
   : base(resourcePath, width, height, textureFlyweight)
 {
   _once = true;
   _soundFxPath = soundFxPath;
   _hasTransparency = true;
 }
Пример #2
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 public MissileSprite(Position initialPosition, Color missileColor, string resourcePath, int width, int height, SpriteLoaderFlyweight textureFlyweight)
   : base(resourcePath, width, height, textureFlyweight)
 {
   MissileColor = missileColor;
   _initialPosition = GameViewFramework.TranslateModelToViewPosition(initialPosition);
   _missileTrailWidth = 1;
 }
Пример #3
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 public TurretSprite(string resourcePath, string fontPath, int width, int height, SpriteLoaderFlyweight textureFlyweight)
   : base(resourcePath,width,height, textureFlyweight)
 {
   _fontPath = fontPath;
   _text = "0";
   _hasTransparency = true;
 }
Пример #4
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 public MissileSprite(Position initialPosition, string resourcePath, int width, int height, SpriteLoaderFlyweight textureFlyweight)
   : base(resourcePath, width, height, textureFlyweight)
 {
   _initialPosition = GameViewFramework.TranslateModelToViewPosition(initialPosition);
   MissileColor = Color.LawnGreen;
   _missileTrailWidth = 1;
   _hasTransparency = false;
 }
Пример #5
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 public SimpleSprite(string resourcePath, int width, int height, SpriteLoaderFlyweight textureFlyweight)
 {
   _textureFlyweight = textureFlyweight;
   _resourcePath = resourcePath;
   _center = new Position(0, 0);
   _height = height;
   _width = width;
   _isAlive = true;
 }
Пример #6
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 public LevelMenu(SpriteLoaderFlyweight textureLoader, ViewSpriteFactory spriteFactory, string scoreFont)
 {
   _isShown = false;
   //number of milliseconds for which to show the menu; this will almost certainly go away...
   _showtime_ms = 5000;
   _scoreFont = scoreFont;
   _viewSpriteFactory = spriteFactory;
   _textureLoader = textureLoader;
   _waitHandle = new AutoResetEvent(false);
 }
Пример #7
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    public MainMenu(SpriteLoaderFlyweight textureLoader, string bannerFontPath, string buttonFontPath, string texturePath)
    {
      _isShown = false;
      _texturePath = texturePath;
      _bannerFontPath = bannerFontPath;
      _buttonFontPath = buttonFontPath;
      _textureLoader = textureLoader;
      _clickReceived = false;

      //These are just to define active regions, for receiving input
      int buttonWidth = GameParameters.MAX_X / 7;
      int buttonHeight = GameParameters.MAX_Y / 15;
      _playButton = new Rectangle(GameParameters.MAX_X / 20, (GameParameters.MAX_Y * 7) / 10 ,buttonWidth,buttonHeight);
      _quitButton = new Rectangle((GameParameters.MAX_X / 20) + GameParameters.MAX_X / 2, (GameParameters.MAX_Y * 7) / 10, buttonWidth, buttonHeight);
    }
Пример #8
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    public Reticle(bool eyeMode, string resourcePath, SpriteLoaderFlyweight textureFlyweight)
    {
      if(eyeMode)
      {
        _mouse = new EyeDevice(EYE_DEVICE_HZ);
      }
      else
      {
        _mouse = new MouseDevice();
      }

      _resourcePath = resourcePath;
      _textureLoader = textureFlyweight;
      _width = 30;
      _height = 30;
    }
Пример #9
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    public GameOverMenu(SpriteLoaderFlyweight textureLoader, ViewSpriteFactory spriteFactory, string bannerFontPath, string buttonFontPath)
    {
      _spriteFactory = spriteFactory;
      _explosionSprites = new List<ExplosionSprite>();
      _elapsed_ms = 0;
      _shown = false;
      _runningAnimation = true;
      _getUserInfo = false;
      _textureLoader = textureLoader;
      _spriteFactory = spriteFactory;
      _bannerFontPath = bannerFontPath;
      _buttonFontPath = buttonFontPath;
      _waitHandle = new AutoResetEvent(true);
      _retry = false;

      _initializeAnimation();
    }