protected override void Initialize() { base.Initialize(); collisionManager = new CollisionManager(); projectileSpriteFactory = new ProjectileSpriteFactory(this); projectileHandler = new ProjectileHandler(this); link = new Classes.Link(this); linkStateMachine = new LinkStateMachine(link); link.SetState(linkStateMachine); hudSpriteFactory = new HudSpriteFactory(this); enemySpriteFactory = new EnemySpriteFactory(this); controllerList.Add(new CKeyboard(this)); controllerList.Add(new CMouse(this)); controllerList.Add(new ItemSelectionController(this)); neighbors = Parser.ParseNeighborCSV(); roomList = new List <Room>(); util.roomNumber = util.startingRoomNumber(); for (int i = 1; i < util.numberOfRooms() + 1; i++) { roomList.Add(Parser.ParseRoomCSV(this, i)); } foreach (Room r in roomList) { if (r.getRoomNumber() == util.roomNumber) { currentRoom = r; } } currentRoom.Initialize(); currentMainGameState = new MainState(this, currentRoom); currentGameState = currentMainGameState; MediaPlayer.Play(song); MediaPlayer.IsRepeating = true; }
private Wave Parse(JToken obj) { string type = obj["type"].ToString(); int health = obj["health"].ToObject <int>(); int startTime = obj["startTime"].ToObject <int>(); int spawnCount = obj["spawnCount"].ToObject <int>(); double spawnInterval = obj["interval"].ToObject <double>(); float delay = obj["shootingPattern"]["delay"].ToObject <float>(); Movement movement = moveInterpereter.Interperit(obj["movement"]); BulletSpawnerInterpereter bsi = new BulletSpawnerInterpereter(movement); var pattern = bsi.Interperet(obj["shootingPattern"]); return(new Wave(new EnemyFactory(enemies, this.bulletSpawners, pattern, EnemySpriteFactory.Create(type), movement, health, delay), spawnInterval, spawnCount, startTime)); }
public GoriyaBoomerangMovementCalculation(GoriyaBoomerangStatemachine boomerangState) { this.boomerangState = boomerangState; this.boomerang = boomerangState.boomerang; this.spriteFactory = boomerangState.spriteFactory; }