public Animation(MyGame theGame, int startFrame, int endFrame, float intervalInSeconds) { m_timer = new PTimer(theGame.TimerManager, null); m_startFrame = startFrame; m_endFrame = endFrame; m_timer.Interval = intervalInSeconds; }
public void Draw(MyGame game, GameTime gameTime) { //game.spriteBatch.Begin(); //game.spriteBatch.Draw(texture, FireBallPosition, null, Color.White, 0, Vector2.Zero, .7f, SpriteEffects.None, 0);//fire //game.spriteBatch.Begin(); animatedSprite.Draw(game.spriteBatch, FireBallPosition); }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); game = new MyGame(Config.GameEnviroment.Android, Config.ScreenMode.Portrait); SetViewFullScreen(); game.Run(); }
protected void SetUp() { IGameManager manager = new GameManager ( ButtonManager, CollisionManager, ConfigManager, ContentManager, DeviceManager, ImageManager, InputManager, QuestionManager, RandomManager, ResolutionManager, ScoreManager, ScreenManager, SoundManager, SpriteManager, StorageManager, TextManager, ThreadManager, FileManager, Logger ); MyGame.Construct(manager); }
private void CheckResize() { //not used yet if (MyGame.OldX() != game.width || MyGame.OldY() != game.height) { } }
private void btnGame_Click(object sender, EventArgs e) { this.OnClosing(new CancelEventArgs()); using (var program = new MyGame()) program.Run(); this.Close(); }
public override void GameStarted() { Virtual = new MyGame { AtDelay = (h, i) => this.ScheduleCallback(() => h(), i).Stop, AtInterval = (h, i) => this.AddTimer(() => h(), i).Stop, }; var StateMap = new Dictionary <MyGame.GameStateEnum, NonobaGameState> { { MyGame.GameStateEnum.ClosedGameInProgress, NonobaGameState.ClosedGameInProgress }, { MyGame.GameStateEnum.OpenGameInProgress, NonobaGameState.OpenGameInProgress }, { MyGame.GameStateEnum.WaitingForPlayers, NonobaGameState.WaitingForPlayers }, }; Virtual.GameStateChanged += delegate { this.SetState(StateMap[Virtual.GameState]); }; // You can explicitly setup how many users are allowed in your game. MaxUsers = 8; Virtual.GameStarted(); }
public void CanUserBeAttacked_IfItsGamer_ReturnsTrue() { //Arrange MyGame myGame = new MyGame(); User newUser = new User(); newUser.IsGamer = true; newUser.UserName = "******"; Clan newClan = new Clan(); newClan.ClanName = "The Best"; newUser.ClanInfo = newClan; myGame.CurrentUser = newUser; //Act User newEnemy = new User(); newEnemy.IsGamer = true; newEnemy.UserName = "******"; Clan newEnemyClan = new Clan(); newEnemyClan.ClanName = "SU Guys"; newEnemy.ClanInfo = newEnemyClan; bool canItBeAttacked = myGame.CanUserBeAttacked(newEnemy); //Assert Assert.IsTrue(canItBeAttacked); }
public void DidEnemyPunch_IfEnemyPunch_ReturnTrue() { //Arrange MyGame enemy = new MyGame(); User newEnemy = new User(); newEnemy.IsGamer = true; newEnemy.UserName = "******"; Clan enemyClan = new Clan(); enemyClan.ClanName = "The Worst"; newEnemy.ClanInfo = enemyClan; enemy.CurrentUser = newEnemy; //Act User winner = new User(); winner.IsGamer = true; winner.UserName = "******"; Clan newEnemyClan = new Clan(); newEnemyClan.ClanName = "Rodrigus"; newEnemy.ClanInfo = newEnemyClan; bool DidEnemyPunch = enemy.DidEnemyPunch(newEnemy); //Assert Assert.IsFalse(DidEnemyPunch); }
public void KickedEnemy_IfKick_ReturnFalse() { //Arrange MyGame enemy = new MyGame(); User newEnemy = new User(); newEnemy.IsGamer = true; newEnemy.UserName = "******"; Clan enemyClan = new Clan(); enemyClan.ClanName = "The Worst"; newEnemy.ClanInfo = enemyClan; enemy.CurrentUser = newEnemy; //Act User winner = new User(); winner.IsGamer = true; winner.UserName = "******"; Clan newEnemyClan = new Clan(); newEnemyClan.ClanName = "Rodrigus"; newEnemy.ClanInfo = newEnemyClan; bool KickedEnemy = enemy.KickedEnemy(newEnemy); //Assert Assert.IsFalse(KickedEnemy); }
public static void Main(string[] args) { using (var game = new MyGame()) { game.Run(); } }
public Sprite(MyGame g, String assetName, Rectangle size ) : base(g) { this.Name = assetName; this.Position = size.Location.ToVector2(); this.Size = new Vector2(size.Width, size.Height); }
public override void MouseMoved(MyGame sender, MouseEventArgs e) { Vector3 vec = sender.Camera.ScreenToWorldVec(sender.Mouse.MouseAfterMoveP, 0) - sender.Camera.ScreenToWorldVec(sender.Mouse.MouseBeforeMoveP, 0); MoveMeshVertex(sender, vec); }
public BaseManager(Byte[] mapData, ShortChat msg, MyGame psyGame) { // Load all vars m_Lobby = new Base(); m_Bases = new List <Base>(); this.msg = msg; this.psyGame = psyGame; ran = new Random(); m_Mode = BaseMode.Shuffle; m_SizeMode = BaseSize.Off; m_ShuffleModeQ = new Queue <int>(); m_ShuffleModeQCount = 10; m_RoundRobinCount = 0; m_BasesInUse = new List <int>(); // Byte array tunrned into arrays i can work with MapData my_MapInfo = new MapData(mapData); // Map scanner. Loads/Configures/Saves Bases BaseLoader my_BaseLoader = new BaseLoader(my_MapInfo.TileIDs, my_MapInfo.TileTypes); my_BaseLoader.LoadBasesFromMap(m_Bases, m_Lobby); // Load next base from default random ReShuffleQ(true); //getNextBase(); }
public override void LoadContent(MyGame game) { backgrounds = new List<Background>(); var fireTextures = new Texture2D[] { game.Content.Load<Texture2D>(@"Background\Air\1"), game.Content.Load<Texture2D>(@"Background\Air\2"), game.Content.Load<Texture2D>(@"Background\Air\3"), game.Content.Load<Texture2D>(@"Background\Air\4"), game.Content.Load<Texture2D>(@"Background\Air\5"), game.Content.Load<Texture2D>(@"Background\Air\6"), game.Content.Load<Texture2D>(@"Background\Air\7"), game.Content.Load<Texture2D>(@"Background\Air\8"), game.Content.Load<Texture2D>(@"Background\Air\9"), game.Content.Load<Texture2D>(@"Background\Air\10"), game.Content.Load<Texture2D>(@"Background\Air\11"), game.Content.Load<Texture2D>(@"Background\Air\12"), game.Content.Load<Texture2D>(@"Background\Air\13"), game.Content.Load<Texture2D>(@"Background\Air\14"), game.Content.Load<Texture2D>(@"Background\Air\15"), game.Content.Load<Texture2D>(@"Background\Air\16"), }; backgrounds.Add(new BackgroundAnimated(fireTextures, new Vector2(5, 0), 3f, 6f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_03_1920 x 1080"), new Vector2(100, 0), 0.9f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_02_1920 x 1080"), new Vector2(300, 0), 1f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_01_1920 x 1080"), new Vector2(300, 0), 0.7f)); // hack to position the background propery backgrounds[backgrounds.Count - 2].Offset.Y = 120; backgrounds[backgrounds.Count - 1].Offset.Y = 100; }
private void Shoot() { Bullet bullet = new Bullet(new Vector2(x, y - height / 2), new Vector2(0, -1), "Player", "bullet.png"); //play shoot sfx MyGame.PlaySFX("Sounds/playerShoot.wav", 0.3f); }
public Wall(Level pLevel) : base("white.png") { _scrollSpeed = MyGame.GetScrollSpeed(); _tileSize = MyGame.GetTileSize(); _level = pLevel; _length = Utils.Random(3, 6); //false (x = 0), true (x = game.width) //_positionX = OurUtils.RandomBool() ? game.width : 0; bool test = OurUtils.RandomBool(); if (test) { SetOrigin(width, 0); _positionX = game.width; } else { SetOrigin(0, 0); _positionX = 0; } _positionY = Utils.Random(0, game.height) - game.height; x = _positionX; y = _positionY; //Console.WriteLine(x + " " + y); //Console.WriteLine(_positionX + " " + _positionY); CreateWall(_length, _positionX, _positionY); }
public LoseScreen(MyGame pMyGame, Player pPlayer) : base("assets\\menu\\spaceBG.png") { _myGame = pMyGame; _player = pPlayer; _sprite = new Sprite("assets\\menu\\deathscreen.png"); _sprite.x = 0; _sprite.y = 0; AddChild(_sprite); _canvas = new Canvas(game.width, game.height); AddChild(_canvas); endTimer = _myGame.GetPlayer().finishTimer; _myGame.GetPlayer().finishTimer = 0; finalScore = (_player.score == 0) ? 0 : _player.Score * 100 - endTimer; _pfc = new PrivateFontCollection(); _pfc.AddFontFile("assets\\font\\zig_____.ttf"); _font = new Font(_pfc.Families[0], 24); _canvas.graphics.DrawString("Final score: " + Mathf.Abs(finalScore), _font, Brushes.White, game.width / 2 - 300, 600); //_canvas.graphics.DrawString("Final score: " + finalScore, _font, Brushes.White, 0, 0); }
public HUD_Score(MyGame myGame) : base(400, 400, false) { SetOrigin(width / 2, height / 2); _myGame = myGame; x = 1000; y = 500; }
public PhysicsEntity(float restitutionToSet, float Mass, Vector x, Vector v, Vector a, string filename, Layer layer) : base() { Layer = layer; //game.AddChildAt(this,childLayer); //SetOrigin(width / 2, height / 2); restitution = restitutionToSet; if (Utils.IsNearEqual(Mass, 0f, 0.01f)) { invMass = 0; invInertia = 0; } else { invMass = 1 / Mass; } position = x; velocity = v; acceleration = a; UpdatePosition(position); MyGame.AddEntity(this); COM = position; IDP = ID; ID++; }
public GameEngine(MyGame game) { screenLog = new ScreenLog(); _hotkeys = new List<HotKey>(); _hotkeys.Add(new HotKey(new Keys[] { Keys.O }, SwichDebugRender)); _hotkeys.Add(new HotKey(new Keys[] { Keys.P }, SwichBehaviourModel)); KeyboardManager.Manager.AddKeyboardUser(this); game._engine = this; packs = new PackList(); // newPacks = new ContentNew.PackList(); Instance = this; lightDir.Normalize(); gameScene = new EngineScene(); Scene = gameScene.Scene; //разме рэкрана MyGame.DeviceManager.PreferredBackBufferWidth = (int)(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width *0.8 ); MyGame.DeviceManager.PreferredBackBufferHeight = (int) (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height*0.8); GameConfiguration.ScreenResolution = new Vector2(MyGame.DeviceManager.PreferredBackBufferWidth, MyGame.DeviceManager.PreferredBackBufferHeight); MyGame.DeviceManager.IsFullScreen = false; _cashe = new ObjectCashe(); }
//initialize game here public Level(MyGame pMyGame) { _myGame = pMyGame; rnd = new Random(); player1 = new Player("assets\\player_sprite\\player_sheet.png", Key.A, Key.D, Key.W, Key.S, Key.V, Key.B, 20, 7); AddChildAt(player1, 3); player1.SetXY(100, 600); background = new Background(); foreground = new Foreground(); foreground.y = -1; AddChildAt(background, 2); bgMusicSound = new Sound("assets\\sfx\\level.wav", true, true); levelCompleteMusic = new Sound("assets\\sfx\\level_complete.wav", false, false); playMusic = bgMusicSound.Play(); _em = new EnemyManager(player1); _em.createEnemies(); _em.GetDeadEnemyList().CollectionChanged += Level_CollectionChanged; fighterListOrder.Add(player1); foreach (Fighter fighter in _em.GetAllEnemies()) { fighterListOrder.Add(fighter); } hud = new HUD(this, GetPlayer()); hud.y = game.height - hud.height; game.AddChildAt(hud, 1); }
public GameScene(MyGame g) : base(g) { this.Components = new List<GameComponent>(); this.End(); }
public Road(string filename, Level pLevel) : base(filename) { _level = pLevel; _scrollSpeed = MyGame.GetScrollSpeed(); _tileSize = MyGame.GetTileSize(); Rescale(); }
public MyGame() : base(800, 600, false) // Create a window that's 800x600 and NOT fullscreen { Instance = this; levelManager = new LevelManager(); AddChild(levelManager); LoadSounds(); }
public Level() : base() { //initialise variables _scrollSpeed = MyGame.GetScrollSpeed(); _tileSize = MyGame.GetTileSize(); //Timer initialization _lastUpdatedVictimTime = 0; _lastUpdatedEnemyTime = 0; //Depth _floorLayer = new LevelLayer(); _victimLayer = new LevelLayer(); _poopLayer = new LevelLayer(); _flightLayer = new LevelLayer(); _hudLayer = new LevelLayer(); AddChild(_floorLayer); AddChild(_victimLayer); AddChild(_poopLayer); AddChild(_flightLayer); AddChild(_hudLayer); CreatePlayer(); CreateRoad(); //CreateEnemy(); CreateHUD(); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (MyGame game = new MyGame()) { game.Run(); } }
static void Main() { using (var myGame = new MyGame()) { myGame.Run(); } }
static public void LoadPlayerCards(Player p, byte fromcard = 0) { ClearImages(); if (fromcard == 0) { firstcardindex = 0; } if (p.Cards.Count > MyGame.playerboxes.Length) { MyGame.TurnOnOrOffButtons(true); } else { MyGame.TurnOnOrOffButtons(false); } foreach (var b in MyGame.playerboxes) { b.Visible = true; } int i = fromcard; for (int j = 0; j < MyGame.playerboxes.Length && j < p.Cards.Count - fromcard; j++, i++) { LoadImageFromCard(p.Cards[i], MyGame.playerboxes[j]); } if (i < MyGame.playerboxes.Length) { MyGame.playerboxes[i].Visible = false; } }
public MyGame(string[] tmxFileNames, int levelIndex) : base(SCREEN_WIDTH, SCREEN_HEIGHT, FULLSCREEN) // Create a window that's 800x600 and NOT fullscreen { GL.ClearColor(1f, 1f, 1f, 1f); ThisInstance = this; _levelFiles = tmxFileNames; if (_levelFiles.Length == 0) { throw new ApplicationException( $"_levelFiles.Length == 0, no tmx files found in {AppDomain.CurrentDomain.DynamicDirectory}"); } LoadScoreBoardData(); _mapData = TiledMapParserExtended.MapParser.ReadMap(_levelFiles[levelIndex]); _map = new MapGameObject(_mapData); _camera = new FollowCamera(0, 0, width, height); _canvasDebugger = new CanvasDebugger2(width, height); AddChild(SoundManager.Instance); var hudScreenFader = new HudScreenFader(); StartScreen(); //var startScreen = new StartScreen(); //AddChild(startScreen); }
void checkForButtonClicks() { if ((!isInScene && !journal.GetInWindow())) { for (int i = 0; i < buttons.Count; i++) { if (MyGame.CheckMouseInRectClick(buttons[i]) && !MyGame.CheckMouseInRect(journal.GetJournalButton())) { if (i < 3) { scenes[i].visible = true; scenes[i].isActive = true; isInScene = true; if (_options.isSoundPlaying) { clicks.Play(); } if (tutorial.GetCount() == 1 && i == 0) { tutorial.SetCount(2); } } } } home.alpha = 1f; } }
/// <summary> /// Main entry-point for this application. /// </summary> private static void Main() { using (MyGame game = new MyGame()) { game.Run(); } }
public Level(MyGame myGame, Options options) : base() { clicks = new Sound("clicking button sound.wav"); tutorial = new Tutorial(new Vec2(game.width / 2 - 150, game.height - 400), this); font = new Font("Fast Action", 24); initSprites(); _options = options; this.myGame = myGame; isInScene = false; canvas = new Canvas(200, 100); canvas.SetXY(game.width - 140, 50); initLists(); journal = new Journal(this); initBools(); currencySystem = new CurrencySystem(); initButtons(); AddChild(hub); initScenes(); AddChild(canvas); AddChild(moneyIcon); AddChild(journal); AddChild(home); AddChildAt(tutorial, 100); SetChildIndex(journal, 100); }
void Update() { canvas.graphics.Clear(Color.Transparent); canvas.graphics.DrawString(currencySystem.getMoney().ToString(), font, Brushes.Yellow, 0, 0); checkForButtonClicks(); if (isInScene) { home.alpha = 0f; } if (HasChild(tutorial)) { inTutorial = true; } if (!HasChild(tutorial)) { inTutorial = false; } if (MyGame.CheckMouseInRectClick(home) && home.alpha == 1f) { parent.RemoveChild(this); myGame.SetIsPlaying(false); } }
protected void SetUp() { IGameManager manager = new GameManager ( AnimationManager, CollisionManager, ConfigManager, ContentManager, EnemysManager, InputManager, LevelManager, PlayerManager, PhysicsManager, RandomManager, ResolutionManager, ScreenManager, SoundManager, ScrollManager, StateManager, TileManager, FileManager, Logger ); MyGame.Construct(manager); }
public MainPage() { InitializeComponent(); // Create the MyGame instance, which implements the "game loop" and takes care of 3D rendering. _game = new MyGame(); }
private void Rescale() { float xScale = MyGame.OldX() / width; float yScale = MyGame.OldY() / height; SetScaleXY(xScale, yScale); }
public void DeleteRoomDone() { if (!ActiveRoom.Active) { MyGame.Disconnect(); } }
public GhostAIController(MyGame g, Ghost player, IControllable target) : base(g) { this.Target = target; this.Ghost = player; this.Ghost.ReadyToMove += Ghost_ReadyToMove; this.Ghost.Behavior.StateChanged += GhostBehavior_StateChanged; }
public Menu(MyGame pGame) { AddChild(_highscore); _game = pGame; drawBackGround(); _highscore.DrawHighScore(15, this); }
public Text(MyGame g, SpriteFont font, String msg) : base(g) { this.Message = msg; this.Color = Color.White; this.font = font; }
public BaseSprite(float x, float y, int width, int height, string textureName, TypeSprite type, MyGame game) { this._textureName = textureName; this._box = new Rectangle((int)x, (int)y, width, height); this._typeSprite = type; this._game = game; }
public Drawer(MyGame myGame) { _myGame = myGame; _context = myGame.GraphicsDevice; _vertexSizeInBytes = Marshal.SizeOf(typeof(Vertex2DPositionColor)); InitializeEffect(); InitializeConstantBuffer(); }
public PlayerShip(Vector2 position, MyGame.IO.InputManager inputManager) : base(position, new Collidable(Textures.Ship, position, Color.White, 0, new Vector2(100, 50), .9f), 500) { inputManager.Register(forward, this); inputManager.Register(back, this); inputManager.Register(left, this); inputManager.Register(right, this); }
public PerspectiveCamera(MyGame myGame) : base(myGame) { Position = new Vector3(0, 5, 80); LookAt = new Vector3(0,0,-1); MoveSpeed = 20; ZNear = 0.01f; ZFar = 100000000000f; UpdateMatrices(); }
public void LoadContent(MyGame game) { PowerTextures = LoadPowerTextures(game); PowerLocations = LoadPowerLocations(); spriteBatch = new SpriteBatch(game.GraphicsDevice); player.LoadContent(game); map.LoadContent(game); background.LoadContent(game); }
public Level(MyGame pGame, string pFileName) { _fileName = pFileName; thisgame = pGame; addPivots(); drawAll(); Camera cam1 = new Camera(player, this); AddChild(cam1); }
public MainWindow() { InitializeComponent(); // Create the MyGame instance, which implements the "game loop" and takes care // of 3D rendering. _game = new MyGame(); // Load the "game level" consisting of some 3D models, lights, etc. TestLevel.Create(); }
public GameEngine(MyGame game) { lightDir.Normalize(); DeviceManager = new GraphicsDeviceManager( game ); //разме рэкрана1158; 708 DeviceManager.PreferredBackBufferWidth = 1158; DeviceManager.PreferredBackBufferHeight = 708; objectstoadd = new MyContainer<PivotObject>(); gameLevel = new EngineLevel(); databaseManager = ResourceCollector.Logic.DatabaseManager.Manager; }
public void Draw(MyGame game, GameTime gameTime) { var spriteBatch = game.spriteBatch; spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); foreach (Background bg in backgrounds) { bg.Draw(spriteBatch); } spriteBatch.End(); }
public static Texture2D [,] LoadPowerTextures (MyGame game) { int amountOfPowersRows = 4, amountOfPowerCollumns = 2; Texture2D[,] returnTextures = new Texture2D[amountOfPowersRows, amountOfPowerCollumns]; List<string> NamesNonClicked = new List<string> { "Powers/FireButton", "Powers/WaterButton", "Powers/EarthButton", "Powers/AirButton" }; List<string> NamesClicked = new List<string> { "Powers/FireButtonClicked", "Powers/WaterButtonClicked", "Powers/EarthButtonClicked", "Powers/AirButtonClicked" }; for (int i = 0; i < NamesNonClicked.Count; i++) { returnTextures[i, 0] = game.Content.Load<Texture2D>(NamesNonClicked[i]); returnTextures[i, 1] = game.Content.Load<Texture2D>(NamesClicked[i]); } return returnTextures; }
public TheGame(MyGame __game) { _engine = new GameEngine(__game); _staticData = StaticObjects.Instance(); _level = new GameLevel(_engine.gameScene); _characters = new Dictionary<string, CharacterLogicController>(); // _weapons = new Dictionary<string, WeaponLogicController>(); _hotkeys = new List<HotKey>(); _hotkeys.Add(new HotKey(new Keys[] { Keys.I }, SwichGunState)); KeyboardManager.Manager.AddKeyboardUser(this); }
public void SpecifyingGameClassShouldRegisterGame() { var game = new MyGame(); var runtimeMock = new Mock<IRuntime>(); var displayMock = new Mock<IDisplay>(); var displayDeviceMock = new Mock<IDisplayDevice>(); displayDeviceMock.Expect(d => d.CreateDisplay()).Returns(displayMock.Object); var platformMock = new Mock<IPlatform>(); platformMock.Expect(p => p.DisplayDevice).Returns(displayDeviceMock.Object); runtimeMock.Expect(r => r.RegisterGame(It.IsAny<IDisplay>(),game)); var gameControl = new Game {GameClass = game, Runtime = runtimeMock.Object, Platform = platformMock.Object, Width=640, Height=480}; SilverUnit.FireEvent(gameControl, "Loaded", null, null); runtimeMock.VerifyAll(); }
public virtual void LoadContent(MyGame game) { backgrounds = new List<Background>(); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_07_1920 x 1080"), new Vector2(0, 0), 0.7f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_06_1920 x 1080"), new Vector2(10, 0), 0.9f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_05_1920 x 1080"), new Vector2(20, 0), 0.9f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_04_1920 x 1080"), new Vector2(50, 0), 0.9f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_03_1920 x 1080"), new Vector2(100, 0), 0.9f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_02_1920 x 1080"), new Vector2(300, 0), 1f)); backgrounds.Add(new Background(game.Content.Load<Texture2D>(@"Background\Dark\layer_01_1920 x 1080"), new Vector2(300, 0), 0.7f)); // hack to position the background propery backgrounds[backgrounds.Count - 2].Offset.Y = 120; backgrounds[backgrounds.Count - 1].Offset.Y = 100; }
public static PlayerShip Factory(Vector2 position, MyGame.IO.InputManager inputManager) { //GunnerController gunner0 = GunnerController.CreateGunner(0); //GunnerController gunner1 = GunnerController.CreateGunner(1); PlayerShip ship = new PlayerShip(position, inputManager); GameObject.Collection.Add(ship); /*PlayerRotatingGun gun1 = new PlayerRotatingGun(this, new Vector2(0, 25), (float)(Math.PI / 2), gunner0); GameObject.Collection.Add(gun1); PlayerRotatingGun gun2 = new PlayerRotatingGun(this, new Vector2(0, -25), (float)(-Math.PI / 2), gunner1); GameObject.Collection.Add(gun2); this.GameState.AddLocalUpdateable(gunner0); this.GameState.AddLocalUpdateable(gunner1);*/ return ship; }
public void LoadContent(MyGame game) { selectedButton[0] = true; spriteBatch = new SpriteBatch(game.GraphicsDevice); fireButton = game.Content.Load<Texture2D>("FireButton"); earthButton = game.Content.Load<Texture2D>("EarthButton"); airButton = game.Content.Load<Texture2D>("AirButton"); waterButton = game.Content.Load<Texture2D>("WaterButton"); fireButtonSelected = game.Content.Load<Texture2D>("FireButtonSelected"); earthButtonSelected = game.Content.Load<Texture2D>("EarthButtonSelected"); airButtonSelected = game.Content.Load<Texture2D>("AirButtonSelected"); waterButtonSelected = game.Content.Load<Texture2D>("WaterButtonSelected"); ritual = game.Content.Load<Texture2D>("ritual"); pentagram = game.Content.Load<Texture2D>("pentagram"); background.LoadContent(game); }
public PlayerShip(Vector2 position, MyGame.IO.InputManager inputManager) : base(position, new Collidable(Textures.Ship, position, Color.White, 0, new Vector2(100, 50), .9f), 400) { inputManager.Register(forward, this); inputManager.Register(back, this); inputManager.Register(left, this); inputManager.Register(right, this); new PlayerGun(this, new Vector2(100, 0), 0, inputManager); new PlayerRotatingGun(this, new Vector2(-69, 25), (float)(Math.PI / 2), inputManager); new PlayerRotatingGun(this, new Vector2(-69, -25), (float)(-Math.PI / 2), inputManager); new PlayerRotatingGun(this, new Vector2(0, 25), (float)(Math.PI / 2), inputManager); new PlayerRotatingGun(this, new Vector2(0, -25), (float)(-Math.PI / 2), inputManager); new PlayerRotatingGun(this, new Vector2(40, 25), (float)(Math.PI / 2), inputManager); new PlayerRotatingGun(this, new Vector2(40, -25), (float)(-Math.PI / 2), inputManager); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { try { foreach (string arg in args) { if (arg == "-git") { string git_commander = @"C:\Users\shpengler\Desktop\git\GitCommander\GitCommander\bin\Debug\GitCommander.exe"; Process.Start(git_commander, @"-w C:\Users\shpengler\Desktop\git\Game"); } } } catch { } Config.Init(); game = new MyGame(); game.Run(); }
public void Update(MyGame game, GameTime gameTime, PlayerAction action) { //Get directional vector based on input float direction = 0f; if ((action & PlayerAction.MoveLeft) == PlayerAction.MoveLeft) { direction += -1f; } else if ((action & PlayerAction.MoveRight) == PlayerAction.MoveRight) { direction += 1f; } float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float distance = direction * SPEED * elapsed; offset += distance; }