public TieScreenState(GameStateManager gameStateManager) : base(gameStateManager) { bgtex = new TiledTexture(new Rectangle(0, 0, GlobalGameData.windowWidth, GlobalGameData.windowHeight)); playerInputTypes = new int[4]; }
public OptionsState(GameStateManager gameStateManager) : base(gameStateManager) { bgtex = new TiledTexture(new Rectangle(0, 0, GlobalGameData.windowWidth, GlobalGameData.windowHeight)); oldState = Keyboard.GetState(); oldGamepadStates = new GamePadState[4]; }
public GameplayState(GameStateManager gameStateManager, GraphicsDevice graphicsDevice) : base(gameStateManager) { level = new Level.Level(MoveToWinState, MoveToTieState); scoreRenderer = new ScoreRenderer(); //Create the render target to the level size //Initialise it with Bgr565 (no need for alpha) and no mipmap or depth buffer levelRenderTarget = new RenderTarget2D(graphicsDevice, GlobalGameData.levelSizeX, GlobalGameData.levelSizeY, false, SurfaceFormat.Bgr565, DepthFormat.None); this.graphicsDevice = graphicsDevice; playerInputTypes = new int[4]; songList = new Song[5]; }
public MenuState(GameStateManager gameStateManager) : base(gameStateManager) { blastPos = new Vector2(GlobalGameData.windowWidth / 2, 20); zonePos = blastPos + new Vector2(0, 60); bgtex = new TiledTexture(new Rectangle(0, 0, GlobalGameData.windowWidth, GlobalGameData.windowHeight)); oldState = Keyboard.GetState(); //menuBeginPosY = 250; menuBeginPosY = 250; menuOffset = 100; oldGamepadStates = new GamePadState[4]; }
public LobbyState(GameStateManager gameStateManager) : base(gameStateManager) { bgtex = new TiledTexture(new Rectangle(0, 0, GlobalGameData.windowWidth, GlobalGameData.windowHeight)); iconPos = new Vector2[4]; controller = new int[4]; ready = new bool[4]; lastGamepadState = new GamePadState[4]; int spacing = 20; int iconVerticalPos = GlobalGameData.windowHeight / 2 - 128; float icon2Offset = -256 - spacing / 2; float icon3Offset = spacing / 2; iconPos[0] = new Vector2(GlobalGameData.windowWidth / 2 + icon2Offset - 256 - spacing, iconVerticalPos); iconPos[1] = new Vector2(GlobalGameData.windowWidth / 2 + icon2Offset, iconVerticalPos); iconPos[2] = new Vector2(GlobalGameData.windowWidth / 2 + icon3Offset, iconVerticalPos); iconPos[3] = new Vector2(GlobalGameData.windowWidth / 2 + icon3Offset + 256 + spacing, iconVerticalPos); }
public ControlsState(GameStateManager gameStateManager) : base(gameStateManager) { bgtex = new TiledTexture(new Rectangle(0, 0, GlobalGameData.windowWidth, GlobalGameData.windowHeight)); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { gameStateManager = new GameStateManager(this, GraphicsDevice); base.Initialize(); }
public GameState(GameStateManager gameStateManager) { manager = gameStateManager; }