public SpaceInvaders(ContentManager content) { m_blocksHeight = 30.0; m_content = content; m_castleTexture = m_content.Load <Texture2D>("Castle"); m_blockTexture = m_content.Load <Texture2D>("Block"); m_gameRenderer = new GameRenderer(SCREEN_WIDTH, SCREEN_HEIGHT); m_pendingObjects = new Queue <GameObject>(); m_physics = new Physics(); m_gameObjects = new List <GameObject>(); m_aliensAlivePerLayer = new int[ALIEN_ROWS]; ReadAliensBehaviour(); Instantiate(new Player(content, new SPoint(50.0, 10.0), this)); for (int i = 0; i < ALIEN_ROWS; i++) { CreateAlienRow(SCREEN_HEIGHT - ((i + 1) * DISTANCE_BETWEEN_ROWS), i); } m_aliensGoingRight = true; m_random = new Random(); CreateCastle(new SPoint(20.0, m_blocksHeight)); CreateCastle(new SPoint(40.0, m_blocksHeight)); CreateCastle(new SPoint(60.0, m_blocksHeight)); CreateCastle(new SPoint(80.0, m_blocksHeight)); }
public override void Render(GameRenderer gameRenderer, SpriteBatch spriteBatch) { if (m_visibleState) { base.Render(gameRenderer, spriteBatch, m_color); } }
public override void Render(GameRenderer gameRenderer, SpriteBatch spriteBatch) { Color color = GetCurrentColor(); color.A = 255; if (!m_isVirtualAlien) { base.Render(gameRenderer, spriteBatch, color); } }
public override void Render(GameRenderer gameRenderer, SpriteBatch spriteBatch) { Render(gameRenderer, spriteBatch, new Color(0.0f, 1.0f, 0.0f)); }
public virtual void Render(GameRenderer gameRenderer, SpriteBatch spriteBatch) { Render(gameRenderer, spriteBatch, Color.White); }
public virtual void Render(GameRenderer gameRenderer, SpriteBatch spriteBatch, Color color) { gameRenderer.RenderSprite(spriteBatch, m_texture, m_position, m_width, color); }