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);

            // TODO: use this.Content to load your game content here

            // Test Monster and Dwarf
            mine       = new Mine(new Vector2(400, 400));
            homeBase   = new HomeBase(new Vector2(2300, 1000));
            barrack    = new Barrack(new Vector2(800, 800));
            monster    = new AppleMonster(new Vector2(100, 100));
            dwarf      = new Fighter(new Vector2(550, 1050));
            minerDwarf = new Miner(new Vector2(400, 500));
            //cursor = new MouseControl();

            // Adds objects to a list og gameobjects
            GameObjects.Add(monster);
            GameObjects.Add(dwarf);

            GameObjects.Add(homeBase);
            GameObjects.Add(mine);
            GameObjects.Add(barrack);

            GameObjects.Add(new Fighter(new Vector2(430, 600)));
            GameObjects.Add(new Fighter(new Vector2(340, 600)));

            GameObjects.Add(minerDwarf);
            GameObjects.Add(new Miner(new Vector2(500, 400)));
            GameObjects.Add(new Miner(new Vector2(600, 500)));
            GameObjects.Add(new Miner(new Vector2(500, 600)));
            //GameObjects.Add(cursor);

            mine.UpgradeThread();

            EnemyWaves.StartTimer();

            // Loads debug hitbox
#if DEBUG
            collisionTexture = Content.Load <Texture2D>("whitepixel");
#endif

            //foreach (GameObject gameObject in GameObjects)
            //{
            //    gameObject.LoadContent(Content);
            //}
        }
Ejemplo n.º 2
0
        public override void OnCollision(GameObject otherObject)
        {
            base.OnCollision(otherObject);

            Barrack barrack = otherObject as Barrack;

            //if (barrack != null)
            //{
            //	isInBarrack = true;
            //	//touchedBarrack = otherObject as Barrack;
            //	touchedBarrack = barrack;
            //}

            //if(otherObject is Barrack)
            //{
            //	isInBarrack = true;
            //	touchedBarrack = otherObject as Barrack;
            //}
        }