public CellSet(Game1 game, int rows, int cols) { this.game = game; this.rows = rows; this.cols = cols; if (this.cols > 10) this.cols = 10; // Hardcode - ensure we dont add more cols // than the current window size //Calculate where to start drawing the cells //so that the cell matrix would be center-aligned. int topLeft = (game.GameArea.Width - (cols * Cell.width)) / 2; position = new Vector2(topLeft, HUD.height + 40); CellsAlive = rows * cols; Cells = new Cell[rows][]; for (int i = 0; i < rows; i++){ Cells[i] = new Cell[cols]; for (int j = 0; j < cols; j++){ bool alternateColor = ((i % 2) == 1); Cells[i][j] = new Cell( game, position + new Vector2( j * Cell.width, i * Cell.height), alternateColor); } } }
MouseState prevMouseState; //Mouse state from previous frame stored here #endregion Fields #region Constructors public ControlsManager(Game1 g) { game = g; Mouse.SetPosition( (int) game.Player.Position.X, (int) game.Player.Position.Y); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public ConfigManager(Game1 game) { this.game = game; XmlNode conf = LoadConfig(); playerLivesDefault = Int32.Parse(conf["playerlives"].InnerText); playerSpeedDefault = Int32.Parse(conf["playerspeed"].InnerText); scorePerCellDefault = Int32.Parse(conf["points_per_cell"].InnerText); cellRowsDefault = Int32.Parse(conf["no_of_cell_rows"].InnerText); cellColsDefault = Int32.Parse(conf["no_of_cell_cols"].InnerText); highscore = Int32.Parse(conf["highscore"].InnerText); }
public Cell(Game1 game, Vector2 position, bool alternateColor) { this.game = game; this.Position = position; rectangle = new Rectangle(0, 0, width, height); if (alternateColor) rectangle.Y+=height; collisionRect = new Rectangle( (int)position.X, (int)position.Y, width, height); Sprite = game.Content.Load<Texture2D>(spriteTexture); }
public Player(Game1 game) { this.game = game; speed = game.ConfigManager.playerSpeedDefault; sprite = game.Content.Load<Texture2D>(spriteTexture); rectangle = new Rectangle(0, 0, width, height); frameTwoRectangle = new Rectangle(0, height, width, 2*height); currentAnimationFrame = 0; }
public Ball(Game1 game, Vector2 position) { this.game = game; this.position = position; falling = false; launched = false; sprite = game.Content.Load<Texture2D>(spriteTexture); collisionRect = new Rectangle( (int) position.X, (int) position.Y, width, height); rectangle = new Rectangle(0, 0, width, height); }
public HUD(Game1 game) { this.game = game; Font = game.Content.Load<SpriteFont>("Arial"); }
public Ball(Game1 game, Texture2D image, Vector2 position) : base(image, position) { MoveTo(game.GraphicsDevice.DisplayMode.Width / 2 - Width / 2, game.GraphicsDevice.DisplayMode.Height - Height * 2); vector = new Vector2(0, 0); this.game = game; }