public override void Init(Rectangle gameBounds) { base.Init(gameBounds); gameManager = GameManager.Instance; position.Y = -bananaSize.Height; Collider = BananaCollider(position, bananaSize, false,Direction); }
public void Init(Rectangle gameBounds, Vector2 pos) { base.Init(gameBounds); gameManager = GameManager.Instance; bananas = new List<Banana>(); for(int i = 0; i<3; i++) { Banana b = new Banana(bananaSize,Direction.Left); b.texture = gameManager.ResourceManager.RetreiveTexture(ResourceManager.BANANA_SCORE_PATH); b.Init(gameManager.GameBounds); b.Origin = new Vector2(bananaSize.Width/2, bananaSize.Height/2); b.position = pos; b.position.X += r.Next(30)-15; b.position.Y += r.Next(30)-15; b.Rotation = (float)r.NextDouble() * 3; b.SpriteEffects = r.Next(2) == 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None; bananas.Add(b); } }
public override void Init(Rectangle gameBounds) { base.Init(gameBounds); gameManager = GameManager.Instance; position.X = new Random(DateTime.Now.Millisecond).Next(gameBounds.Width - 128) + gameBounds.X + 64; position.Y = -coconutSize.Height; Collider = new Collider(position, coconutSize, false); }
public override void Init(Rectangle gameBounds) { base.Init(gameBounds); gameManager = GameManager.Instance; this.gameBounds = gameBounds; position.X = 0-sharkSize.Width; position.Y = sharkYPos; texture = gameManager.ResourceManager.RetreiveTexture(ResourceManager.SHARK_PATH); headingDirection = Direction.Right; }
public override void Init(Rectangle gameBounds) { base.Init(gameBounds); gameManager = GameManager.Instance; Direction = new Random().Next(2) == 0 ? Direction.Left : Direction.Right; SpriteEffects = Direction == Direction.Left ? SpriteEffects.None : SpriteEffects.FlipHorizontally; position.X = Direction == Direction.Left ? gameBounds.X / 2 : gameBounds.Right + gameBounds.X / 2 - leafSize.Width; position.Y = -(leafSize.Height +70); Collider = LeafCollider(position, leafSize, false, Direction); }
public static GameManager CreateNewGameManager(Viewport screen) { instance = new GameManager(screen); return instance; }
public override void Init(Rectangle gameBounds) { base.Init(gameBounds); gameManager = GameManager.Instance; position.X = gameBounds.X; position.Y = monkeyYLevel; headingDirection = Direction.Left; playerState = PlayerState.Climbing; //collider = new Collider(position, monkeySize,true); climbCollider = CreateClimbCollider(position, monkeySize, true,headingDirection); jumpCollider = CreateJumpCollider(position,monkeySize, true,headingDirection); Collider = climbCollider; this.gameBounds = gameBounds; gameYCenter = (gameBounds.Width / 2) + gameBounds.X; }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); if (gameManager == null) gameManager = GameManager.CreateNewGameManager(ScreenManager.GraphicsDevice.Viewport); gameFont = content.Load<SpriteFont>("gamefont"); gameManager.GameOver += new GameOverEventHandler(HandleGameOver); gameManager.LoadEntityTextures(content); gameManager.InitEntities(); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. //Thread.Sleep(1000); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); if (SaveGameManager.Instance.Options.BackgroundMusicEnabled) { bgMusic = content.Load<Song>("game/bgSound"); MediaPlayer.IsRepeating = true; MediaPlayer.Play(bgMusic); } }