public State(ContentManager content, Game1 game, GraphicsDevice graphicsDevice, Camera2d camera2D) { _Camera2D = camera2D; _Content = content; _Game = game; _GraphicsDevice = graphicsDevice; _Texts = new List <SpriteText>(); }
public StateStartScreen(ContentManager content, Game1 game, GraphicsDevice graphicsDevice, Camera2d camera2D) : base(content, game, graphicsDevice, camera2D) { _Texts = XmlContent.StartScreenText; }
public StateDevEnvironment(ContentManager content, Game1 game, GraphicsDevice graphicsDevice, Camera2d camera2D) : base(content, game, graphicsDevice, camera2D) { _DevGuy = new SpriteDevGuy(content.Load <Texture2D>("DevGuy"), new Vector2(0, 0)); _AllSprites.Add(_DevGuy); }
public StateSplashScreen(ContentManager content, Game1 game, GraphicsDevice graphicsDevice, Camera2d camera2D) : base(content, game, graphicsDevice, camera2D) { _Texts = XmlContent.SplashScreenText; _Camera2D.Pos = new Vector2(400, 240); }
public StateGamePlaying(ContentManager content, Game1 game, GraphicsDevice graphicsDevice, Camera2d camera2D) : base(content, game, graphicsDevice, camera2D) { _IoController = game.IoController; _AllSprites = new List <Sprite>(); _Levels = XmlContent.Levels; _CurrentLevel = _Levels[XmlContent.FirstLevel]; _PlayerCharacter = new SpritePlayerCharacter( XmlContent.PlayerCharacterUpTextures, XmlContent.PlayerCharacterDownTextures, XmlContent.PlayerCharacterLeftTextures, XmlContent.PlayerCharacterRightTextures, _CurrentLevel.PlayerCharacterDefaultCoordinates, ref game.IoController); ChangeLevel(_Levels[XmlContent.FirstLevel]); //foreach (Sprite block in _CurrentLevel.Blocks) //{ // _AllSprites.Add(block); //} }