public GraphComponent(Game game, Texture2D picture, DrawState state) : base(game) { _picture = picture; _state = new StateManager(game, state); PreviousBounds = game.GraphicsDevice.Viewport; }
public Chess(Game game, Texture2D picture, DrawState state, int x, int y, Type chessType) : base(game, picture, state) { ChessType = chessType; X = x; Y = y; GoalArrived = false; }
public FontComponent(Game game, SpriteFont font, DrawState state) : base(game) { _font = font; _state = new StateManager(game, state); PreviousBounds = game.GraphicsDevice.Viewport; Content = ""; }
public Board(Game game, Texture2D picture, DrawState state, Player[] players = null, BoardData boardData = null) : base(game, picture, state) { if (players != null) _players = players; if (boardData == null) boardData = new BoardData(); InitParameters(); InitAndLoadContent(game, boardData); }
public StateManager(Game game, DrawState state) : base(game) { _stateChangeSecondQueue = new Queue<float>(); _stateQueue = new Queue<DrawState>(); CurrentState = state; _goalState = state; _currentColorAvoidSmallNumber = CurrentState.Color.ToVector4(); }
public Container(Game game, Texture2D background, DrawState state) : base(game, background, state) { _contain = new List<BasicComponent>(); }
public ChessButton(Game game, Texture2D picture, DrawState state) : base(game, picture, state) { HaveChess = false; WantToGo = -1; }
public Scene(Game game, Texture2D background, DrawState state) : base(game, background, state) { }
public override void Update(GameTime gameTime) { if (_addframe > 0) { CurrentState.Bounds = new Vector4( CurrentState.Position.X + _addPosition.X, CurrentState.Position.Y + _addPosition.Y, CurrentState.Size.X + _addSize.X, CurrentState.Size.Y + _addSize.Y ); _currentColorAvoidSmallNumber = new Vector4( _currentColorAvoidSmallNumber.X + _addColor.X, _currentColorAvoidSmallNumber.Y + _addColor.Y, _currentColorAvoidSmallNumber.Z + _addColor.Z, _currentColorAvoidSmallNumber.W + _addColor.W); CurrentState.Color = new Color(_currentColorAvoidSmallNumber); --_addframe; if (_addframe <= 0) CurrentState = _goalState; } else if (_stateQueue.Count > 0) { _goalState = _stateQueue.Dequeue(); SetNextState(_stateChangeSecondQueue.Dequeue(), _goalState); } base.Update(gameTime); }
public void ClearAllAndAddState(float second, DrawState state) { _stateChangeSecondQueue.Clear(); _stateQueue.Clear(); SetNextState(second, state); }
public void AddState(float second, DrawState state) { _stateChangeSecondQueue.Enqueue(second); _stateQueue.Enqueue(state); }
private void SetNextState( float second, DrawState state ) { _addPosition = new Vector2(((state.Position.X - CurrentState.Position.X) / second / FPS), ((state.Position.Y - CurrentState.Position.Y) / second / FPS)); _addSize = new Vector2(((state.Size.X - CurrentState.Size.X) / second / FPS), ((state.Size.Y - CurrentState.Size.Y) / second / FPS)); Vector4 color = state.Color.ToVector4(), currentColor = CurrentState.Color.ToVector4(); _addColor = new Vector4(((color.X - currentColor.X) / second / FPS), ((color.Y - currentColor.Y) / second / FPS), ((color.Z - currentColor.Z) / second / FPS), ((color.W - currentColor.W) / second / FPS)); _addframe = (int)(second * (float)FPS) + 1; _goalState = state; }
public void ClearAllAndAddState(float second, DrawState drawState) { _state.ClearAllAndAddState(second, drawState); }
public void AddState(float second, DrawState drawState) { _state.AddState(second, drawState); }