public Bibble(BibbleGame game, Texture2D tex, Color color) : base(game, tex, new Vector2(111,111)) { this.Color = color; BibbleColor = color; this.game = game; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (BibbleGame game = new BibbleGame()) { EdgeScene.test(); game.Run(); } }
void DrawLine(BibbleGame g, Vector2 start, Vector2 end) { Vector2 edge = end - start; // calculate angle to rotate line float angle = (float)Math.Atan2(edge.Y, edge.X); g.SpriteBatch.Draw(g.LinePixel, new Rectangle(// rectangle defines shape of line and position of start of line (int)start.X, (int)start.Y, (int)edge.Length(), //sb will strech the texture to fill this rectangle 1), //width of line, change this to make thicker line null, Color.Red, //colour of line angle, //angle of line (calulated above) new Vector2(0, 0), // point in line about which to rotate SpriteEffects.None, 0); }
internal static List<SimpleCollidableLine> getEdgeData(BibbleGame g) { List<SimpleCollidableLine> l = new List<SimpleCollidableLine>(); String json_data; if (WEB_REQUEST) { using (var w = new WebClient()) { // attempt to download JSON data as a string try { json_data = w.DownloadString(EDLE_URL); } catch (Exception) { } // if string with JSON data is not empty, deserialize it to class and return its instance if (string.IsNullOrEmpty(json_data)) { return null; } } } else { json_data = TEST_JSON; } EdgeScene e = JsonConvert.DeserializeObject<EdgeScene>(TEST_JSON); Console.WriteLine("parsed JSON:"); Console.WriteLine(e.Objects.Count + " Polygons parsed"); foreach (EdgeObject o in e.Objects.Values) { if (o.Points.Count() <= 1) { Console.WriteLine("Polygon has not enough points to make lines"); continue; } for (int i = 0; i < o.Points.Count(); i++) { l.Add(new SimpleCollidableLine(g, o.getPoint(i, g), o.getPoint((i + 1) % (o.Points.Count() - 1), g))); } } return l; }
public SmokePlumeParticleSystem(BibbleGame game, int howManyEffects) : base(game,howManyEffects) { }
/// <summary> /// Constructs a new ParticleSystem. /// </summary> /// <param name="game">The host for this particle system. The game keeps the /// content manager and sprite batch for us.</param> /// <param name="howManyEffects">the maximum number of particle effects that /// are expected on screen at once.</param> /// <remarks>it is tempting to set the value of howManyEffects very high. /// However, this value should be set to the minimum possible, because /// it has a large impact on the amount of memory required, and slows down the /// Update and Draw functions.</remarks> protected ParticleSystem(BibbleGame game, int howManyEffects) : base(game) { this.game = game; this.howManyEffects = howManyEffects; }
public ExplosionParticleSystem(BibbleGame game, int howManyEffects) : base(game, howManyEffects) { }
public Bibble(BibbleGame game, Texture2D tex) : this(game, tex, Color.White) { }
public ItemSpawner(BibbleGame game, int spawnTime) : base(game) { SpawnTime = spawnTime; mCountDownMS = spawnTime; }
public ItemSpawner(BibbleGame game) : this(game, DEFAULT_SPAWN_MS) { }