public EnemyShooter(SpriteSheet spriteSheet)
            : base(spriteSheet)
        {
            this.Health = Config.EnemyHealth;
            //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet;
            this.Speed = Config.EnemySpeed;
            this.FireAction = new FireAction(shooterProjectileBullet.enemyFireBullet);
            //this.Weapon = new WeaponSingle(this);

            //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f);
            //this.Weapon = new WeaponAutoBurst(this, Config.EnemyFireInterval, burst);

            //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f);
            //WeaponBurstWave burstWeapon = new WeaponBurstWave(this, 0, 2, 0.3f);
            this.Weapon = new WeaponBurstWave(this, 0, 2, 0.3f);
            //this.Weapon = new WeaponAutoBurst(this, 5, burstWeapon);

            this.Weapon.Direction = new Vector2(0, 1);
            //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y);

            this.fireTimer = new Timer();
            this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire);
            this.fireTimer.Start(5);
            this.baseTexture = new Sprite(Config.EnemyShooterSpriteSheetBase);
            this.baseTexture.Color = Color.DarkGoldenrod;

            moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910));
        }
 public WeaponAuto(Ship ship, double fireInterval)
     : base(ship)
 {
     this.FireInterval = fireInterval;
     this.timer = new Timer();
     this.timer.Fire += new NotifyHandler(timer_Fire);
 }
 public GameNode(SpriteSheet spriteSheet) : base(spriteSheet) 
 {
     bounds = new Rectangle(0, 0, Config.WorldBoundsX, Config.WorldBoundsY);
     bounds.Inflate((int)(this.Sprite.Origin.X * 3), (int)(this.Sprite.Origin.Y * 3));
     hitTimer = new Timer();
     hitTimer.Fire += new NotifyHandler(hitTimer_Fire);
 }
        //Sidearm sidearm1;
        //Sidearm sidearm2;
        //Sidearm sidearm3;
        //Sidearm sidearm4;


        public EnemyInterceptor(SpriteSheet spriteSheet)
            : base(spriteSheet)
        {
            this.Health = Config.EnemyHealth;
            this.Speed = Config.EnemySpeed;
            this.FireAction = new FireAction(enemyProjectileBullet.enemyFireBullet);
            this.Weapon = new WeaponSingle(this);
            
            this.Weapon.Direction = new Vector2(0, 1);

            this.fireTimer = new Timer();
            this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire);

            this.baseTexture = new Sprite(Config.EnemyInterceptorSpriteSheetBase);
            this.baseTexture.Color = Color.Turquoise;

            moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910));

            //sidearm1 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0));
            //sidearm1.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y);
            //sidearm1.SetParent(this);

            //sidearm2 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0));
            //sidearm2.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y);
            //sidearm2.SetParent(this);

            //sidearm3 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0));
            //sidearm3.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y);
            //sidearm3.SetParent(this);

            //sidearm4 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0));
            //sidearm4.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y);
            //sidearm4.SetParent(this);
        }
        public override void Remove()
        {
            if (this.fireTimer != null)
                this.fireTimer.Stop();

            fireTimer = null;
            base.Remove();
        }
Beispiel #6
0
 void invulTimer_Fire()
 {
     this.Sprite.Color = new Color(255, 255, 255, 255);
     this.Invulnerable = false;
     this.CollisionList = PlayerShip.PlayerShips;
     this.CollisionList2 = EnemyPlayerShip.EnemyPlayerShips;
     invulTimer.Stop();
     invulTimer = null;
 }
 public override void Remove()
 {
     Powerups.Remove(this);
     if (this.timer != null)
     {
         this.timer.Stop();
         this.timer = null;
     }
     base.Remove();
 }
        //Vector2 line;

        //public static List<GameNode> Powerups = new List<GameNode>();

        public PowerupEnemy(SpriteSheet spriteSheet)
            : base(spriteSheet)
        {
            this.CollisionList = Enemy.Enemies;

            timer = new Timer();
            interval = 5;
            timer.Fire += new NotifyHandler(timer_Fire);
            timer.Start(interval);

            //Powerups.Add(this);
        }
Beispiel #9
0
        public Enemy(SpriteSheet spriteSheet, int invulDuration)
            : base(spriteSheet)
        {
            Enemies.Add(this);

            this.baseScore = 25;

            this.Invulnerable = true;
            this.invulTimer = new Timer();
            this.invulTimer.Fire += new NotifyHandler(invulTimer_Fire);
            this.invulTimer.Start(invulDuration);
            this.Sprite.Color = new Color(100, 100, 100, 50);
        }
Beispiel #10
0
        public Powerup(SpriteSheet spriteSheet)
            : base(spriteSheet)
        {
            this.CollisionList = PlayerShip.PlayerShips;
            this.CollisionList2 = EnemyPlayerShip.EnemyPlayerShips;

            timer = new Timer();
            interval = 5;
            timer.Fire += new NotifyHandler(timer_Fire);
            timer.Start(interval);

            this.Speed = 10f;

            Powerups.Add(this);
        }
        public PlayerShield(SpriteSheet spriteSheet, Ship parentShip)
            : base(spriteSheet)
        {
            this.Health = Config.ShieldHealth;

            this.CollisionList = Enemy.Enemies;
            //this.CollisionList2 = EnemyPlayerShip.EnemyPlayerShips;

            shieldVisibleTimer = new Timer();
            shieldVisibleTimer.Fire += new NotifyHandler(shieldVisibleTimer_Fire);

            shieldRegenTick = new Timer();
            shieldRegenTick.Fire += new NotifyHandler(shieldRegenTick_Fire);
            this.parentShip = parentShip;
        }
        public BuddyMissile(SpriteSheet spriteSheet)
            : base(spriteSheet)
        {
            this.Health = Config.EnemyHealth;
            //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet;

            this.FireAction = new FireAction(this.FireBullet);
            this.Weapon = new WeaponBurst(this, Config.EnemyBurstFireInterval, Config.EnemyBurstFireTotal);
            this.Weapon.Direction = new Vector2(0, 1);
            //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y);

            this.fireTimer = new Timer();
            this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire);
            this.fireTimer.Start(Config.EnemyFireInterval);

            this.Speed = Config.BuddySpeed;

            this.CollisionList = null;
        }
        public BugDagger3(SpriteSheet spriteSheet)
            : base(spriteSheet, 1)
        {
            this.Health = Config.EnemyHealth;
            //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet;
            this.Speed = Config.EnemySpeed - 1;
            this.FireAction = new FireAction(enemyProjectileBullet.enemyFireBullet);
            this.Weapon = new WeaponSingle(this);
            
            //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f);
            //this.Weapon = new WeaponAutoBurst(this, Config.EnemyFireInterval, burst);

            this.Weapon.Direction = new Vector2(0, 1);
            //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y);

            this.fireTimer = new Timer();
            this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire);
            //this.fireTimer.Start(Config.EnemyFireInterval);
            this.baseTexture = new Sprite(Config.BugDagger3SpriteSheetBase);
            moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910));
        }
Beispiel #14
0
        public boss1(SpriteSheet spriteSheet)
            : base(spriteSheet)
        {
            this.Health = Config.BossHealth;
            //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet;
            this.Speed = Config.BossSpeed;
            this.FireAction = new FireAction(bossProjectileBullet.enemyFireBullet);

            //this.Weapon = new WeaponSingle(this);
            
            //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f);
            //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 6, 2.0f);
            this.Weapon = new WeaponBurstWave(this, 0, 6, 2.0f);
            //this.Weapon = new WeaponAutoBurst(this, Config.BossFireInterval, burst);

            this.Weapon.Direction = new Vector2(0, 1);
            //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y);

            this.fireTimer = new Timer();
            this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire);
            this.fireTimer.Start(Config.BossFireInterval);
            this.baseTexture = new Sprite(Config.BossSpriteSheetBase);
        }
        //////////////////////////////////////

        void InvulnerableTimer_Fire()
        {
            isInvulnerable = false;
            this.Sprite.Color = new Color(255, 255, 255, 255);
            InvulnerableTimer.Stop();
            InvulnerableTimer = null;
        }
 public override void RemoveWeapon()
 {
     this.timer.Stop();
     this.timer = null;
     base.RemoveWeapon();
 }
        public PlayerShip(SpriteSheet spriteSheet)
            : base(spriteSheet)
        {
            PlayerShips.Add(this);
            this.Speed = Config.ShipSpeed;
            this.Health = Config.ShipHealth;
            this.MaxHealth = Config.ShipHealth;
            this.FireInterval = Config.PlayerFireInterval;
            //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet;

            this.FireAction = new FireAction(ProjectileBulletGreenBeam.FireBullet);

            this.Weapon = new WeaponAuto(this, FireInterval);

            InvulnerableTimer = new Timer();
            InvulnerableTimer.Fire += new NotifyHandler(InvulnerableTimer_Fire);
            this.InvulnerableTimer.Start(3);
            isInvulnerable = true;
            megaMagnetActive = false;

            laser = new Laser();
            ////ShieldBar = new Bar(400, 2, Color.RoyalBlue);
            //ShieldBar = new Bar(400, 2, new Color(65, 105, 225, 0));
            //ShieldBar.Position = new Vector2(200, 440);
            //ShieldBar.DrawCentered = true;

            ////HealthBar = new Bar(400, 2, Color.Red);
            //HealthBar = new Bar(400, 2, new Color(255, 0, 0, 0));
            //HealthBar.Position = new Vector2(200, 460);
            //HealthBar.DrawCentered = true;

            //WeaponBurst burstWeapon = new WeaponBurstWave(this, 0, 1, 0.14f);
            //this.Weapon = new WeaponAutoBurst(this, Config.PlayerFireInterval, burstWeapon);

            //this.FireAction = new FireAction(ProjectileMissile.FireMissile);
            //this.Weapon = new WeaponBurstWave(this, Config.WaveFireInterval, Config.WaveFireTotal, Config.WaveFireSpread);

            //WeaponBurst burstWeapon = new WeaponBurstWave(this, Config.WaveFireInterval, Config.WaveFireTotal, Config.WaveFireSpread);
            //this.Weapon = new WeaponAutoBurst(this, Config.WaveFireInterval * Config.WaveFireTotal, burstWeapon);

            //spawn sidearms
            //sidearm1 = new Sidearm(Config.BuddySpriteSheet, this);
            //sidearm1.Position = this.Position;
            //sidearm1.SetParent(this);

            //sidearm1 = new Sidearm(Config.BulletSheetGreenLaser, this, new Vector2(30, 0));
            //sidearm1.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y);
            //sidearm1.SetParent(this);

            //sidearm2 = new Sidearm(Config.BulletSheetGreenLaser, this, new Vector2(-30, 0));
            //sidearm2.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y);
            //sidearm2.SetParent(this);

            this.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y);
            this.baseTexture = new Sprite(Config.CurrentShipBase);
            this.baseTexture.Color = Config.CurrentShipColor;
            //GameStateManagementGame.Instance.soundManager.PlaySound("ShipSpawn", 0.5f);

            ProjectileSpeedTimer = new Timer();
            ProjectileSpeedTimer.Fire += new NotifyHandler(ProjectileSpeedTimer_Fire);

            AddProjectileTimer = new Timer();
            AddProjectileTimer.Fire += new NotifyHandler(AddProjectileTimer_Fire);

            HomingMissileTimer = new Timer();
            HomingMissileTimer.Fire += new NotifyHandler(HomingMissileTimer_Fire);

            SlowAllTimer = new Timer();
            SlowAllTimer.Fire += new NotifyHandler(SlowAllTimer_Fire);

            Shield = new PlayerShield(Config.ShipShield, this);
            //PlayerShips.Add(Shield);

            //////////AI
            if (Config.AIControlled)
            {
                //this.Speed = 8f;
                //moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910));
                this.Weapon.StartFire();
                ////this.fireTimer = new Timer();
                ////this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire);
                ////this.fireTimer.Start(FireInterval);
            }
            ////////////

        }
        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            //MainPage.myGame.GameManager.SinglePlayerTools.StartPractice(null);
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            Config.timeDropChance = 200;

            Config.shieldDropChance = 8 + (int)Math.Round(((float)8 / 100) * Config.PowerupDropChance);

            Config.projectileDropChance = 38 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance);
            Config.missileDropChance = 68 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance);
            Config.firerateDropChance = 128 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance);
            Config.laserDropChance = 188 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance);

            //Config.projectileDropChance = 68 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance);
            //Config.missileDropChance = 98 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance);
            //Config.firerateDropChance = 158 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance);
            //Config.laserDropChance = 218 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance);

            Config.CoinsCollected = 0;
            multiplierTracker = 2;
            Config.KillStreak = 0;
            Config.KillStreakBuildpoints = 0;
            Config.Score = 0;
            Config.Multi = 1;
            Config.AIScore = 0;
            Config.AIMulti = 1;
            Config.EmemiesKilled = 0;
            Config.CoinsCollected = 0;
            Config.EnemySpeed = 6;
            playerLives = Config.PlayerLives;

            playerAbilityUses = Config.PlayerSpecialAbilityUses;
            if (Config.boostPrepared > 0)
            {
                playerAbilityUses++;
                Config.boostPrepared--;
            }

            if (Config.boostShieldsUp > 0)
            {
                boostShieldsUpActive = true;
            }

            if (Config.boostLastStand > 0)
            {
                boostLastStandActive = true;
            }

            KillStreakBarBackground = new Bar(200, 20, new Color(0, 0, 0, 128));
            KillStreakBarBackground.Position = new Vector2(300, 455);
            KillStreakBarBackground.Percent = 1f;

            KillStreakBar = new Bar(200, 20, new Color(0, 128, 0, 128));
            KillStreakBar.Position = new Vector2(300, 455);


            laserCharges = "0";

            thumbstick = contentManager.Load<Texture2D>("thumbstick2");

            //thumbstick = content.Load<Texture2D>("thumbstick2");
            //introExtermination = content.Load<Texture2D>(@"Gamescreens\AlterEgo");
            phaserTexture = contentManager.Load<Texture2D>(@"phaser");

            levelTimeColorInterval = new Timer();
            levelTimeColorInterval.Fire += new NotifyHandler(levelTimeColorInterval_Fire);

            switch (Config.Level)
            {
                case LevelSelect.One:
                    stars = contentManager.Load<Texture2D>(@"Background\Stars3");
                    backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2");
                    //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars");
                    //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars");
                    levelTime = 300;
                    (Application.Current as App).TryPlayBackgroundMusic(1);
                    break;
                case LevelSelect.Two:
                    stars = contentManager.Load<Texture2D>(@"Background\Stars2");
                    //backgroundClouds2 = content.Load<Texture2D>(@"Background\cloudlayer2");
                    backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2");
                    //musicLevel1 = contentManager.Load<Song>(@"Music\galacticstruggle");
                    levelTime = 300;
                    levelTimeColor = Color.Green;
                    (Application.Current as App).TryPlayBackgroundMusic(2);
                    break;
                case LevelSelect.Three:
                    //stars = content.Load<Texture2D>(@"Background\stars");
                    //backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2");
                    //backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4");
                    stars = contentManager.Load<Texture2D>(@"Background\Stars8");
                    backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\stars7");
                    backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\cloudlayer2");
                    //musicLevel1 = contentManager.Load<Song>(@"Music\survival");
                    levelTime = 300;
                    playerLives = 3;
                    respawnTime = TimeSpan.FromSeconds(5);
                    (Application.Current as App).TryPlayBackgroundMusic(3);
                    break;
                case LevelSelect.Four:
                    stars = contentManager.Load<Texture2D>(@"Background\stars");
                    backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\stars10");
                    backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars7");
                    //musicLevel1 = contentManager.Load<Song>(@"Music\holo");
                    levelTime = 300;
                    playerLives = 3;
                    respawnTime = TimeSpan.FromSeconds(5);
                    (Application.Current as App).TryPlayBackgroundMusic(4);
                    break;
                case LevelSelect.Five:
                    //stars = content.Load<Texture2D>(@"Background\Stars5");
                    //backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4");
                    //backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2");
                    stars = contentManager.Load<Texture2D>(@"Background\Stars5");
                    backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\Stars4");
                    backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars7");
                    //musicLevel1 = contentManager.Load<Song>(@"Music\giantrobotsfighting");
                    levelTime = 60;
                    (Application.Current as App).TryPlayBackgroundMusic(5);
                    break;
                case LevelSelect.Six:
                    stars = contentManager.Load<Texture2D>(@"Background\stars");
                    backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\nova2");
                    backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars4");
                    //musicLevel1 = contentManager.Load<Song>(@"Music\AgainstTheOdds");
                    levelTime = 300;
                    (Application.Current as App).TryPlayBackgroundMusic(6);
                    break;
                case LevelSelect.Practise:
                    //UIdescription = content.Load<Texture2D>(@"Gamescreens\UIdescription");
                    stars = contentManager.Load<Texture2D>(@"Background\Stars3");
                    backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2");
                    //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars");
                    levelTime = 300;
                    (Application.Current as App).TryPlayBackgroundMusic(1);
                    break;
            }

            font = contentManager.Load<SpriteFont>(@"Fonts\Tahoma14");
            floatingScoreFont = contentManager.Load<SpriteFont>(@"Fonts\Andy22");
            floatingPowerupFont = contentManager.Load<SpriteFont>(@"Fonts\Andy22");
            floatingMultiplierMsgFont = contentManager.Load<SpriteFont>(@"Fonts\Andy48");
            andy14 = contentManager.Load<SpriteFont>(@"Fonts\Andy14");
            andy18 = contentManager.Load<SpriteFont>(@"Fonts\Andy18");
            andy22 = contentManager.Load<SpriteFont>(@"Fonts\Andy22");
            andy48 = contentManager.Load<SpriteFont>(@"Fonts\Andy48");

            SpriteSheet.LoadContent(contentManager, SharedGraphicsDeviceManager.Current.GraphicsDevice);

            cam = new Camera2D(SharedGraphicsDeviceManager.Current.GraphicsDevice, worldBounds.Right, worldBounds.Bottom);

            //GameStateManagementGame.Instance.soundManager.LoadSound("Shot3", @"SoundEffects\Shot3");
            //GameStateManagementGame.Instance.soundManager.LoadSound("coin", @"SoundEffects\coin");
            //GameStateManagementGame.Instance.soundManager.LoadSound("ShipSpawn", @"SoundEffects\ShipSpawn");
            //GameStateManagementGame.Instance.soundManager.LoadSound("ShipExplode", @"SoundEffects\ShipExplode");

            Player.SpawnShip();

            //Player = new Player();
            switch (Config.Level)
            {
                case LevelSelect.One:
                    level1 = new Level1();
                    break;
                case LevelSelect.Two:
                    level2 = new Level2();
                    break;
                case LevelSelect.Three:
                    level3 = new Level3();
                    Player.SpawnEnemyShip();
                    break;
                case LevelSelect.Four:
                    level4 = new Level4();
                    Player.SpawnEnemyShip();
                    break;
                case LevelSelect.Five:
                    level5 = new Level5();
                    break;
                case LevelSelect.Six:
                    level6 = new Level6();
                    break;
                case LevelSelect.Practise:
                    practise = new Practise();
                    break;
            }
            //bud = new BuddyMissile(Config.BuddySpriteSheet);
            //bud.Position = Player.Ship.Position;

            //if (Player.Ship == null)
            //{
            //    Player.SpawnShip();
            //}
            //ParticleEngineEffect = new ParticleEffects(graphicsDeviceManager, cam, GraphicsDevice);
            ParticleEffects.Initialize(SharedGraphicsDeviceManager.Current, SharedGraphicsDeviceManager.Current.GraphicsDevice);
            //ParticleEngineEffect.LoadContent(content);
            ParticleEffects.LoadContent(contentManager);

            FloatingScoreList = new SpriteFontFloatScores();

            //FloatingScore = new SpriteFontFloatScore();

            //FloatingScore.Color = Color.Green;
            //FloatingScore.Score = "+";
            //FloatingScore.SpriteFont = floatingScoreFont;
            //FloatingScore.LifeSpan = 1000f;
            //FloatingScore.SizeTime = 500f;
            //FloatingScore.ShadowEffect = false;
            //FloatingScore.EndPosition = new Vector2(20, -20);

            FloatingPowerupText = new SpriteFontFloatScore();

            FloatingPowerupText.Color = Color.White;
            FloatingPowerupText.Score = "+";
            FloatingPowerupText.SpriteFont = floatingPowerupFont;
            FloatingPowerupText.LifeSpan = 1000f;
            FloatingPowerupText.SizeTime = 500f;
            FloatingPowerupText.ShadowEffect = false;
            FloatingPowerupText.EndPosition = new Vector2(20, -20);
            FloatingPowerupText.LayerDepth = 0.7f;

            FloatingMultiplierText = new SpriteFontFloatScore();

            FloatingMultiplierText.Color = Color.Green;
            FloatingMultiplierText.Score = "Multiplyer";
            FloatingMultiplierText.SpriteFont = floatingMultiplierMsgFont;
            FloatingMultiplierText.LifeSpan = 1000f;
            FloatingMultiplierText.SizeTime = 500f;
            FloatingMultiplierText.ShadowEffect = true;
            FloatingMultiplierText.EndPosition = Vector2.Zero;
            FloatingPowerupText.LayerDepth = 1.0f;

            //if (queueBullet.queue.Count < 1)
            //{
            //    for (int i = 0; i < 100; i++)
            //    {

            //        queueBullet.queue.Enqueue(new queueBullet(Config.BulletSheetEnergyPurple));
            //    }
            //}
            //if (Config.MusicOn && MediaPlayer.GameHasControl)
            //    GameStateManagementGame.Instance.musicManager.Play(musicLevel1);

            //GameStateManagementGame.Instance.musicManager.Stop();

            Bar.Texture = contentManager.Load<Texture2D>("Textures/Fill22");

            multiHud = new Sprite(Config.MultiHud);
            multiHud.Scale = 0.5f;
            multiHud.Color = Color.Green;
            multi = (Math.Round(Config.Multi, 2)).ToString() + "x";

            healthHud = new Sprite(Config.MultiHud);
            healthHud.Scale = 0.3f;
            healthHud.Color = Color.Red;

            shieldHud = new Sprite(Config.MultiHud);
            shieldHud.Scale = 0.5f;
            shieldHud.Color = Color.RoyalBlue;

            AImultiHud = new Sprite(Config.MultiHud);
            AImultiHud.Scale = 0.5f;
            AImultiHud.Color = Color.Green;
            AImulti = (Math.Round(Config.AIMulti, 2)).ToString() + "x";

            AIHealthHud = new Sprite(Config.MultiHud);
            AIHealthHud.Scale = 0.3f;
            AIHealthHud.Color = Color.Red;

            AIShieldHud = new Sprite(Config.MultiHud);
            AIShieldHud.Scale = 0.5f;
            AIShieldHud.Color = Color.RoyalBlue;



            GC.Collect();


            // 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();

            // Start the timer
            timer.Start();

            if (Config.ControlOption == 3)
                AccelerometerHelper.Instance.Active = true;

            PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Disabled;

            base.OnNavigatedTo(e);
        }
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void Activate(bool instancePreserved)
        {
            if (!instancePreserved)
            {
                if (content == null)
                    content = new ContentManager(ScreenManager.Game.Services, "Content");

                //Example message box for error display
                //List<string> MBOPTIONS = new List<string>();
                //MBOPTIONS.Add("OK");
                //string msg = "Text that was typed on the keyboard will be displayed here.\nClick OK to continue...";
                //Guide.BeginShowMessageBox("Pause", msg, MBOPTIONS, 0, MessageBoxIcon.Alert, null, null);

                // if memory leak, try using a new content manager and unloading.
                //ContentManager levelContent = new ContentManager(services, "Content");

                //extensions.initialise_texture(ScreenManager.SpriteBatch);
                Config.timeDropChance = 200;

                Config.shieldDropChance = 8 + (int)Math.Round(((float)8 / 100) * Config.PowerupDropChance);

                Config.projectileDropChance = 38 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance);
                Config.missileDropChance = 68 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance);
                Config.firerateDropChance = 128 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance);
                Config.laserDropChance = 188 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance);

                //Config.projectileDropChance = 68 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance);
                //Config.missileDropChance = 98 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance);
                //Config.firerateDropChance = 158 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance);
                //Config.laserDropChance = 218 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance);

                multiplierTracker = 2;
                Config.KillStreak = 0;
                Config.KillStreakBuildpoints = 0;
                Config.Score = 0;
                Config.Multi = 1;
                Config.AIScore = 0;
                Config.AIMulti = 1;
                Config.EmemiesKilled = 0;
                Config.CoinsCollected = 0;
                Config.EnemySpeed = 6;
                playerLives = Config.PlayerLives;

                playerAbilityUses = Config.PlayerSpecialAbilityUses;

                KillStreakBarBackground = new Bar(200, 20, new Color(0, 0, 0, 128));
                KillStreakBarBackground.Position = new Vector2(300, 455);
                KillStreakBarBackground.Percent = 1f;

                KillStreakBar = new Bar(200, 20, new Color(0,128,0,128));
                KillStreakBar.Position = new Vector2(300, 455);


                laserCharges = "0";

                thumbstick = content.Load<Texture2D>("thumbstick2");
                //introExtermination = content.Load<Texture2D>(@"Gamescreens\AlterEgo");
                phaserTexture = content.Load<Texture2D>(@"phaser");

                levelTimeColorInterval = new Timer();
                levelTimeColorInterval.Fire += new NotifyHandler(levelTimeColorInterval_Fire);

                switch (Config.Level)
                {
                    case LevelSelect.One:
                        stars = content.Load<Texture2D>(@"Background\Stars3");
                        backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2");
                        musicLevel1 = content.Load<Song>(@"Music\throughthestars");
                        musicLevel1 = content.Load<Song>(@"Music\throughthestars");
                        levelTime = 300;
                        break;
                    case LevelSelect.Two:
                        stars = content.Load<Texture2D>(@"Background\Stars2");
                        //backgroundClouds2 = content.Load<Texture2D>(@"Background\cloudlayer2");
                        backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2");
                        musicLevel1 = content.Load<Song>(@"Music\galacticstruggle");
                        levelTime = 300;
                        levelTimeColor = Color.Green;
                        break;
                    case LevelSelect.Three:
                        //stars = content.Load<Texture2D>(@"Background\stars");
                        //backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2");
                        //backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4");
                        stars = content.Load<Texture2D>(@"Background\Stars8");
                        backgroundClouds2 = content.Load<Texture2D>(@"Background\stars7");
                        backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2");
                        musicLevel1 = content.Load<Song>(@"Music\survival");
                        levelTime = 300;
                        playerLives = 3;
                        respawnTime = TimeSpan.FromSeconds(5);
                        break;
                    case LevelSelect.Four:
                        stars = content.Load<Texture2D>(@"Background\stars");
                        backgroundClouds2 = content.Load<Texture2D>(@"Background\stars10");
                        backgroundClouds1 = content.Load<Texture2D>(@"Background\stars7");
                        musicLevel1 = content.Load<Song>(@"Music\holo");
                        levelTime = 300;
                        playerLives = 3;
                        respawnTime = TimeSpan.FromSeconds(5);
                        break;
                    case LevelSelect.Five:
                        //stars = content.Load<Texture2D>(@"Background\Stars5");
                        //backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4");
                        //backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2");
                        stars = content.Load<Texture2D>(@"Background\Stars5");
                        backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4");
                        backgroundClouds1 = content.Load<Texture2D>(@"Background\stars7");
                        musicLevel1 = content.Load<Song>(@"Music\giantrobotsfighting");
                        levelTime = 60;
                        break;
                    case LevelSelect.Six:
                        stars = content.Load<Texture2D>(@"Background\stars");
                        backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2");
                        backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4");
                        musicLevel1 = content.Load<Song>(@"Music\AgainstTheOdds");
                        levelTime = 300;
                        break;
                    case LevelSelect.Practise:
                        //UIdescription = content.Load<Texture2D>(@"Gamescreens\UIdescription");
                        stars = content.Load<Texture2D>(@"Background\Stars3");
                        backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2");
                        musicLevel1 = content.Load<Song>(@"Music\throughthestars");
                        levelTime = 300;
                        break;
                }

                font = content.Load<SpriteFont>(@"Fonts\Tahoma14");
                floatingScoreFont = content.Load<SpriteFont>(@"Fonts\Andy22");
                floatingPowerupFont = content.Load<SpriteFont>(@"Fonts\Andy22");
                floatingMultiplierMsgFont = content.Load<SpriteFont>(@"Fonts\Andy48");
                andy14 = content.Load<SpriteFont>(@"Fonts\Andy14");
                andy18 = content.Load<SpriteFont>(@"Fonts\Andy18");
                andy22 = content.Load<SpriteFont>(@"Fonts\Andy22");
                andy48 = content.Load<SpriteFont>(@"Fonts\Andy48");

                SpriteSheet.LoadContent(content, ScreenManager.GraphicsDevice);

                cam = new Camera2D(ScreenManager.GraphicsDevice, worldBounds.Right, worldBounds.Bottom);

                //GameStateManagementGame.Instance.soundManager.LoadSound("Shot3", @"SoundEffects\Shot3");
                //GameStateManagementGame.Instance.soundManager.LoadSound("coin", @"SoundEffects\coin");
                //GameStateManagementGame.Instance.soundManager.LoadSound("ShipSpawn", @"SoundEffects\ShipSpawn");
                //GameStateManagementGame.Instance.soundManager.LoadSound("ShipExplode", @"SoundEffects\ShipExplode");

                Player.SpawnShip();

                //Player = new Player();
                switch (Config.Level)
                {
                    case LevelSelect.One:
                        level1 = new Level1();
                        break;
                    case LevelSelect.Two:
                        level2 = new Level2();
                        break;
                    case LevelSelect.Three:
                        level3 = new Level3();
                        Player.SpawnEnemyShip();
                        break;
                    case LevelSelect.Four:
                        level4 = new Level4();
                        Player.SpawnEnemyShip();
                        break;
                    case LevelSelect.Five:
                        level5 = new Level5();
                        break;
                    case LevelSelect.Six:
                        level6 = new Level6();
                        break;
                    case LevelSelect.Practise:
                        practise = new Practise();
                        break;
                }
                //bud = new BuddyMissile(Config.BuddySpriteSheet);
                //bud.Position = Player.Ship.Position;

                //if (Player.Ship == null)
                //{
                //    Player.SpawnShip();
                //}
                //ParticleEngineEffect = new ParticleEffects(graphicsDeviceManager, cam, GraphicsDevice);
                ParticleEffects.Initialize(ScreenManager.GraphicsDeviceManager, ScreenManager.GraphicsDevice);
                //ParticleEngineEffect.LoadContent(content);
                ParticleEffects.LoadContent(content);

                FloatingScoreList = new SpriteFontFloatScores();

                //FloatingScore = new SpriteFontFloatScore();

                //FloatingScore.Color = Color.Green;
                //FloatingScore.Score = "+";
                //FloatingScore.SpriteFont = floatingScoreFont;
                //FloatingScore.LifeSpan = 1000f;
                //FloatingScore.SizeTime = 500f;
                //FloatingScore.ShadowEffect = false;
                //FloatingScore.EndPosition = new Vector2(20, -20);

                FloatingPowerupText = new SpriteFontFloatScore();

                FloatingPowerupText.Color = Color.White;
                FloatingPowerupText.Score = "+";
                FloatingPowerupText.SpriteFont = floatingPowerupFont;
                FloatingPowerupText.LifeSpan = 1000f;
                FloatingPowerupText.SizeTime = 500f;
                FloatingPowerupText.ShadowEffect = false;
                FloatingPowerupText.EndPosition = new Vector2(20, -20);
                FloatingPowerupText.LayerDepth = 0.7f;

                FloatingMultiplierText = new SpriteFontFloatScore();

                FloatingMultiplierText.Color = Color.White;
                FloatingMultiplierText.Score = "Multiplyer";
                FloatingMultiplierText.SpriteFont = floatingMultiplierMsgFont;
                FloatingMultiplierText.LifeSpan = 1000f;
                FloatingMultiplierText.SizeTime = 500f;
                FloatingMultiplierText.ShadowEffect = true;
                FloatingMultiplierText.EndPosition = Vector2.Zero;
                FloatingPowerupText.LayerDepth = 1.0f;

                //if (queueBullet.queue.Count < 1)
                //{
                //    for (int i = 0; i < 100; i++)
                //    {

                //        queueBullet.queue.Enqueue(new queueBullet(Config.BulletSheetEnergyPurple));
                //    }
                //}
                if (Config.MusicOn && MediaPlayer.GameHasControl)
                    GameStateManagementGame.Instance.musicManager.Play(musicLevel1);

                //GameStateManagementGame.Instance.musicManager.Stop();

                Bar.Texture = content.Load<Texture2D>("Textures/Fill22");

                multiHud = new Sprite(Config.MultiHud);
                multiHud.Scale = 0.5f;
                multiHud.Color = Color.Green;
                multi = (Math.Round(Config.Multi, 2)).ToString() + "x";

                healthHud = new Sprite(Config.MultiHud);
                healthHud.Scale = 0.3f;
                healthHud.Color = Color.Red;

                shieldHud = new Sprite(Config.MultiHud);
                shieldHud.Scale = 0.5f;
                shieldHud.Color = Color.RoyalBlue;

                AImultiHud = new Sprite(Config.MultiHud);
                AImultiHud.Scale = 0.5f;
                AImultiHud.Color = Color.Green;
                AImulti = (Math.Round(Config.AIMulti, 2)).ToString() + "x";

                AIHealthHud = new Sprite(Config.MultiHud);
                AIHealthHud.Scale = 0.3f;
                AIHealthHud.Color = Color.Red;

                AIShieldHud = new Sprite(Config.MultiHud);
                AIShieldHud.Scale = 0.5f;
                AIShieldHud.Color = Color.RoyalBlue;



                GC.Collect();


                // 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 WINDOWS_PHONE
//            if (Microsoft.Phone.Shell.PhoneApplicationService.Current.State.ContainsKey("PlayerPosition"))
//            {
//                playerPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["PlayerPosition"];
//                enemyPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["EnemyPosition"];
//            }
//#endif
        }