/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public GameStatusLayer(Game game) : base(game) { parent = (Game1)game; screenRectangle = new Rectangle(Game1.SCREEN_WIDTH - 32, 0, 16, 720); playerRectangle = new Rectangle(screenRectangle.X - 8, 0, 32, 32); float offset = 4.0f; textPositionP1 = new Vector2(offset, 0); textPositionP2 = new Vector2(1000 + offset, 0); }
public jumpAndRunPlayerFigure(Game1 game, World world, SpriteBatch spriteBatch) : base(game) { this.game = game; this.world = world; this.spriteBatch = spriteBatch; playerBody = BodyFactory.CreateCapsule(world, 1, 0.45f, 10); playerBody.BodyType = BodyType.Kinematic; playerBody.Position = new Vector2(0.0f, 0.0f); playerBody.OnCollision += new OnCollisionEventHandler(player_OnCollision); }
public SavePlatform(Game game) : base(game) { parent = (Game1)game; // Create physical objects platformBody = BodyFactory.CreateRectangle(parent.World, 4, 1, 1.0f, parent.WaterLayer.Position + offsetToWater); platformBody.BodyType = BodyType.Kinematic; //platformBody.IgnoreGravity = true; //platformBody.IsStatic = true; platformBody.Friction = 100.0f; platformBody.CollisionCategories = Game1.COLLISION_GROUP_STATIC_OBJECTS; platformBody.CollidesWith = Game1.COLLISION_GROUP_TETRIS_BLOCKS | Game1.COLLISION_GROUP_DEFAULT; }
public TitleScreenLayer(Game1 game) : base(game) { this.game = game; game.Components.Add(this); }
public WaveLayer(Game1 game) : base(game) { this.game = game; Visible = false; }