public GameplayState(Game game, GameStateManager manager, EntityProperties properties) : base(game, manager) { loadedGame = true; loadedProps = properties == null ? new EntityProperties() : properties; hud = new HUD(this); }
protected override void Initialize() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); gameContent = Content; Components.Add(new InputHandler(this)); SheetManager.Initialize(this); manager = new GameStateManager(this); Components.Add(manager); manager.ChangeState(new MainMenuState(this, manager)); graphics.PreferredBackBufferWidth = GAME_WIDTH; graphics.PreferredBackBufferHeight = GAME_HEIGHT; graphics.ApplyChanges(); IsMouseVisible = true; Config.Initialize(this); // NoiseGenerator.Initialize(this); base.Initialize(); }
/// <summary> /// Creates a new game state /// </summary> /// <param name="game">Main XNA game</param> /// <param name="manager">The manager in charge of this state</param> public GameState(Game game, GameStateManager manager) : base(game) { StateManager = manager; childComponents = new List<GameComponent>(); tag = this; }
public GamePlayScreen(Game game, GameStateManager manager, SaveData data) : base(game, manager) { ssm = new SpriteSheetManager(GameRef.GraphicsDevice, GameRef.Content); tsm = new TileSheetManager(GameRef.GraphicsDevice, GameRef.Content); lm = new LevelManager(GameRef.Content, data); }
protected override void Initialize() { stateManager = new GameStateManager(this); Components.Add(new InputHandler(this)); Components.Add(stateManager); stateManager.ChangeState(new GameplayState(this, stateManager)); base.Initialize(); }
protected override void Initialize() { projectData = new ProjectData(this); stateManager = new GameStateManager(this); Components.Add(stateManager); Components.Add(new InputHandler(this)); var gamePlayState = new GameplayState_Proto(this, stateManager); stateManager.PushState(gamePlayState); base.Initialize(); }
protected override void Initialize() { content = Content; Components.Add(new InputHandler(this)); sfxManager = new SoundManager(this); Components.Add(sfxManager); manager = new GameStateManager(this); Components.Add(manager); manager.ChangeState(new TitleState(this, manager)); base.Initialize(); }
protected override void Initialize() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); projectData = new ProjectData(Content, graphics); Components.Add(new InputHandler(this)); stateManager = new GameStateManager(this); Components.Add(stateManager); StartMenuScreen = new GameScreens.StartMenuScreen(this, stateManager); // Make the state manager jump to stateManager.ChangeState(StartMenuScreen); base.Initialize(); }
public MainMenuState(Game game, GameStateManager manager) : base(game, manager) { }
public GameplayState_Proto(Game game, GameStateManager manager) : base(game, manager) { }
public StartMenuScreen(Game game, GameStateManager manager) : base(game, manager) { }
public DevGameplayState(Game game, GameStateManager manager) : base(game, manager, false) { }
public GameplayState(Game game, GameStateManager manager, bool singlePlayer) : base(game, manager) { this.singlePlayer = singlePlayer; }
public BaseGameState(Game game, GameStateManager manager) : base(game, manager) { gameRef = (MainGame)game; playerIndexInControl = PlayerIndex.One; }
public NewLevelScreen(Game game, GameStateManager manager, string playerName) : base(game, manager) { this.playerName = playerName; }
public LoadingState(Game game, GameStateManager manager, GameState nextState) : base(game, manager) { this.nextState = nextState; }
public IntroState(Game game, GameStateManager gamestate) : base(game, gamestate) { }
public GameoverState(Game game, GameStateManager manager) : base(game, manager) { }
public GameplayState(Game game, GameStateManager manager) : base(game, manager) { hud = new HUD(this); }
public NewGameScreen(Game game, GameStateManager manager) : base(game, manager) { }
public TitleState(Game game, GameStateManager manager) : base(game, manager) { }
public BaseGameState(Game game, GameStateManager manager) : base(game, manager) { gameRef = (Game1)game; }