Ejemplo n.º 1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            TitleScreen = new SingleScreen(Content.Load<Texture2D>("Title"), graphics.GraphicsDevice);
            EndScreen = new SingleScreen(Content.Load<Texture2D>("End"), graphics.GraphicsDevice);

            #region Game Play Load
            RainSound = Content.Load<Song>("rain");
            Ow = Content.Load<SoundEffect>("Ow");
            frontRain = new ParticleGeneratorC(Content.Load<Texture2D>("raindrop"), graphics.GraphicsDevice.Viewport.Width, 25);
            backRain = new ParticleGeneratorC(Content.Load<Texture2D>("raindrop"), graphics.GraphicsDevice.Viewport.Width, 66, .7f, 2f);
            Health = new HealthBar(Content.Load<Texture2D>("HealthBar"), new Vector2(30));
            Vector2 Location = new Vector2(0.0f, 0.0f);
            ScrollA = new Scrolling (Content.Load<Texture2D>("Background/ScrollTest"), Location);
            Vector2 Location2 = new Vector2 (ScrollA.texture.Width, 0.0f);
            ScrollB = new Scrolling(Content.Load<Texture2D>("Background/ScrollTest2"), Location);
            // TODO: use this.Content to load your game content here
            Character = new Animation(Content.Load<Texture2D>("Background/Spritesheet"),
                new Vector2(50, 450), 47, 44);
            Turret = new Sentry(Content.Load<Texture2D>("Enemys/Sentry"), Content.Load<Texture2D>("Enemys/Bullets"),
                Character.Position, new Vector2(400, 100), Content.Load<SoundEffect>("shot"));
            #endregion
        }
Ejemplo n.º 2
0
 public void GotShot()
 {
     foreach (Bullets bullet in Turret.bullets)
     {
         bool GS = false;
         if (!bullet.Hit)
         {
             Rectangle BRect = new Rectangle((int)bullet.position.X, (int)bullet.position.Y, Turret.BulletTexture.Width, Turret.BulletTexture.Height);
             Rectangle PRect = new Rectangle((int)Character.Position.X - Character.frameWidth / 2, (int)Character.Position.Y - Character.frameHeight / 2, Character.frameWidth, Character.frameHeight);
             GS = PerPixIntersectoion.IntersectPixel(BRect, Bullets.bulletTextureData,
                 PRect, Animation.spriteTextureDataL[Character.CurrentFrame]);
             if (GS)
             {
                 bullet.Hit = true;
                 Health -= 10;
                 Ow.Play();
             }
         }
     }
 }