public void RepositionAsLosers()
        {
            int offset     = 0;
            int loserCount = mPlayers.Count;

            if (mWinner != -1)
            {
                loserCount -= 1;
            }
            for (int i = 0; i < mPlayers.Count; i++)
            {
                if (i != mWinner)
                {
                    Tankontroller game = (Tankontroller)Tankontroller.Instance();
                    float         textureHeightOverWidth = (float)254 / (float)540;
                    int           textureWidth           = game.GDM().GraphicsDevice.Viewport.Width / 2;
                    int           textureHeight          = (int)(textureWidth * textureHeightOverWidth);
                    int           centreX = offset;
                    int           centreY = game.GDM().GraphicsDevice.Viewport.Height / 2 + textureHeight / 2;
                    textureWidth  = textureWidth / mPlayers.Count;
                    textureHeight = (int)(textureWidth * textureHeightOverWidth);
                    Rectangle newRectangle = new Rectangle(centreX, centreY, textureWidth, textureHeight);
                    mPlayers[i].GUI.Reposition(newRectangle);
                    offset += textureWidth;
                }
            }
        }
        public void RepositionAsWinner()
        {
            Tankontroller game = (Tankontroller)Tankontroller.Instance();
            float         textureHeightOverWidth = (float)254 / (float)540;
            int           textureWidth           = game.GDM().GraphicsDevice.Viewport.Width / 2;
            int           textureHeight          = (int)(textureWidth * textureHeightOverWidth);
            int           centreX      = game.GDM().GraphicsDevice.Viewport.Width / 2 - textureWidth / 2;
            int           centreY      = textureHeight / 2;// game.GDM().GraphicsDevice.Viewport.Height / 2 - textureHeight / 2;
            Rectangle     newRectangle = new Rectangle(centreX, centreY, textureWidth, textureHeight);

            mPlayers[mWinner].GUI.Reposition(newRectangle);
        }
        public GameOverScene(Texture2D pBackgroundTexture, List <Player> pPlayers, int pWinner)
        {
            Tankontroller game = (Tankontroller)Tankontroller.Instance();

            mBackgroundTexture = pBackgroundTexture;
            mSpriteBatch       = new SpriteBatch(game.GDM().GraphicsDevice);
            int screenWidth  = game.GDM().GraphicsDevice.Viewport.Width;
            int screenHeight = game.GDM().GraphicsDevice.Viewport.Height;
            int height       = screenHeight / 2;
            int width        = (int)(mBackgroundTexture.Width * (float)height / mBackgroundTexture.Height);
            int x            = (screenWidth - width) / 2;
            int y            = (screenHeight - height) / 2;

            mRectangle   = new Rectangle(0, 0, screenWidth, screenHeight);
            mSecondsLeft = DGS.Instance.GetInt("SECONDS_TO_DISPLAY_GAMEOVER_SCREEN");
            game.ReplaceCurrentMusicInstance("Music/Music_start", true);
            mPlayers = pPlayers;
            mWinner  = pWinner;
            RepositionGUIs();
        }
Example #4
0
        public StartScene()
        {
            Tankontroller game = (Tankontroller)Tankontroller.Instance();

            mControllers = new List <IController>();
            mController0 = Tankontroller.Instance().Controller0();
            if (mController0 != null)
            {
                mControllers.Add(mController0);
            }
            mController1 = Tankontroller.Instance().Controller1();
            if (mController1 != null)
            {
                mControllers.Add(mController1);
            }
            mController2 = Tankontroller.Instance().Controller2();
            if (mController2 != null)
            {
                mControllers.Add(mController2);
            }
            mController3 = Tankontroller.Instance().Controller3();
            if (mController3 != null)
            {
                mControllers.Add(mController3);
            }



            mSpriteBatch = new SpriteBatch(game.GDM().GraphicsDevice);
            int screenWidth  = game.GDM().GraphicsDevice.Viewport.Width;
            int screenHeight = game.GDM().GraphicsDevice.Viewport.Height;

            mBackgroundTexture   = game.CM().Load <Texture2D>("background_01");
            mBackgroundRectangle = new Rectangle(0, 0, screenWidth, screenHeight);


            mForgroundTexture = game.CM().Load <Texture2D>("menu_white");

            mTitleTexture   = game.CM().Load <Texture2D>("menu_title");
            mTitleRectangle = new Rectangle((screenWidth / 2) - (644 / 2), (screenHeight / 2) - (128 / 2), 644, 128);

            mButtonList = new ButtonList();

            Texture2D startGameButtonTexture        = game.CM().Load <Texture2D>("menu_play_white");
            Texture2D startGameButtonTexturePressed = game.CM().Load <Texture2D>("menu_play_dark");

            Rectangle startGameButtonRectangle =
                new Rectangle(
                    ((int)((screenWidth - startGameButtonTexture.Width) / 2) - (int)(startGameButtonTexture.Width * 0.75f)),
                    (screenHeight) / 2 + startGameButtonTexture.Height,
                    startGameButtonTexture.Width,
                    startGameButtonTexture.Height);

            Button startGameButton = new Button(startGameButtonTexture, startGameButtonTexturePressed, startGameButtonRectangle, Color.Red, StartGame);

            startGameButton.Selected = true;
            mButtonList.Add(startGameButton);

            Texture2D exitGameButtonTexture        = game.CM().Load <Texture2D>("menu_quit_white");
            Texture2D exitGameButtonTexturePressed = game.CM().Load <Texture2D>("menu_quit_dark");

            Rectangle exitGameButtonRectangle =
                new Rectangle((screenWidth - exitGameButtonTexture.Width) / 2 + (int)(startGameButtonTexture.Width * 0.75f),
                              (screenHeight) / 2 + exitGameButtonTexture.Width,
                              exitGameButtonTexture.Width,
                              exitGameButtonTexture.Height);
            Button exitGameButton = new Button(exitGameButtonTexture, exitGameButtonTexturePressed, exitGameButtonRectangle, Color.Red, ExitGame);

            exitGameButton.Selected = false;
            mButtonList.Add(exitGameButton);
            mSecondsLeft = 0.1f;
            game.ReplaceCurrentMusicInstance("Music/Music_start", true);
        }
        // private Effect m_Shader;
        // private RenderTarget2D m_ShaderRenderTarget; // might not need this
        // private Texture2D m_ShaderTexture; // might not need this

        public GameScene()
        {
            Tankontroller game = (Tankontroller)Tankontroller.Instance();

            m_TankBaseTexture       = game.CM().Load <Texture2D>("Tank-B-05");
            m_TankBrokenTexture     = game.CM().Load <Texture2D>("BrokenTank");
            m_TankRightTrackTexture = game.CM().Load <Texture2D>("Tank track B-R");
            m_TankLeftTrackTexture  = game.CM().Load <Texture2D>("Tank track B-L");
            m_CannonTexture         = game.CM().Load <Texture2D>("cannon");
            m_CannonFireTexture     = game.CM().Load <Texture2D>("cannonFire");
            m_BulletTexture         = game.CM().Load <Texture2D>("circle");
            mPlayAreaTexture        = game.CM().Load <Texture2D>("playArea");
            mPixelTexture           = game.CM().Load <Texture2D>("block");
            TrackSystem.SetupStaticMembers(game.CM().Load <Texture2D>("track"));
            TeamGUI.SetupStaticTextures(
                game.CM().Load <Texture2D>("port1"),
                game.CM().Load <Texture2D>("port2"),
                game.CM().Load <Texture2D>("port3"),
                game.CM().Load <Texture2D>("port4"),
                game.CM().Load <Texture2D>("port5"),
                game.CM().Load <Texture2D>("port6"),
                game.CM().Load <Texture2D>("port7"),
                game.CM().Load <Texture2D>("port8"));

            JackIcon.SetupStaticTextures(
                game.CM().Load <Texture2D>("leftTrackForward"),
                game.CM().Load <Texture2D>("leftTrackBackwards"),
                game.CM().Load <Texture2D>("rightTrackForward"),
                game.CM().Load <Texture2D>("rightTrackBackwards"),
                game.CM().Load <Texture2D>("fire"),
                game.CM().Load <Texture2D>("charge"),
                game.CM().Load <Texture2D>("none"),
                game.CM().Load <Texture2D>("turretLeft"),
                game.CM().Load <Texture2D>("turretRight"));
            PowerBar.SetupStaticTextures(game.CM().Load <Texture2D>("powerBar_border"),
                                         game.CM().Load <Texture2D>("powerBar_power"));

            m_CircleTexture = game.CM().Load <Texture2D>("circle");

            m_SpriteBatch = new SpriteBatch(game.GDM().GraphicsDevice);

            /*m_Shader = game.CM().Load<Effect>("shader");
             * m_ShaderRenderTarget = new RenderTarget2D(game.GDM().GraphicsDevice,
             *  game.GDM().GraphicsDevice.PresentationParameters.BackBufferWidth,
             *  game.GDM().GraphicsDevice.PresentationParameters.BackBufferHeight);
             * m_ShaderTexture = new Texture2D(game.GDM().GraphicsDevice,
             *  game.GDM().GraphicsDevice.PresentationParameters.BackBufferWidth,
             *  game.GDM().GraphicsDevice.PresentationParameters.BackBufferHeight, false, m_ShaderRenderTarget.Format);
             */
            mBackgroundTexture        = game.CM().Load <Texture2D>("background_01");
            mBackgroundRectangle      = new Rectangle(0, 0, game.GDM().GraphicsDevice.Viewport.Width, game.GDM().GraphicsDevice.Viewport.Height);
            mPlayAreaRectangle        = new Rectangle(game.GDM().GraphicsDevice.Viewport.Width * 2 / 100, game.GDM().GraphicsDevice.Viewport.Height * 25 / 100, game.GDM().GraphicsDevice.Viewport.Width * 96 / 100, game.GDM().GraphicsDevice.Viewport.Height * 73 / 100);
            mPlayAreaOutlineRectangle = new Rectangle(mPlayAreaRectangle.X - 5, mPlayAreaRectangle.Y - 5, mPlayAreaRectangle.Width + 10, mPlayAreaRectangle.Height + 10);
            introMusicInstance        = game.ReplaceCurrentMusicInstance("Music/Music_intro", false);

            mController0 = Tankontroller.Instance().Controller0();
            mController1 = Tankontroller.Instance().Controller1();
            mController2 = Tankontroller.Instance().Controller2();
            mController3 = Tankontroller.Instance().Controller3();
            mController0.ResetJacks();
            mController1.ResetJacks();
            if (DGS.Instance.GetInt("NUM_PLAYERS") > 2)
            {
                mController2.ResetJacks();
                if (DGS.Instance.GetInt("NUM_PLAYERS") > 3)
                {
                    mController3.ResetJacks();
                }
            }

            //loopMusicInstance = game.GetSoundManager().GetLoopableSoundEffectInstance("Music/Music_loopable");  // Put the name of your song here instead of "song_title"
            // game.ReplaceCurrentMusicInstance("Music/Music_loopable", true);
            tankMoveSound = game.GetSoundManager().GetLoopableSoundEffectInstance("Sounds/Tank_Tracks");  // Put the name of your song here instead of "song_title"

            if (DGS.Instance.GetInt("NUM_PLAYERS") < 4)
            {
                setupNot4Player(mPlayAreaRectangle);
            }
            else
            {
                setup4Player(mPlayAreaRectangle);
            }
            foreach (Player p in m_Teams)
            {
                m_World.AddTank(p.Tank);
            }
        }
        private void setupNot4Player(Rectangle pPlayArea)
        {
            Tankontroller game = (Tankontroller)Tankontroller.Instance();

            int middleBlockHeight = pPlayArea.Height / 3;
            int outerBlockHeight  = pPlayArea.Height / 5;
            int blockThickness    = pPlayArea.Width / 50;
            int outerBlockXOffset = pPlayArea.Width / 8;

            List <RectWall> Walls = new List <RectWall>();

            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + outerBlockXOffset, pPlayArea.Y + outerBlockHeight, blockThickness, outerBlockHeight)));
            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + outerBlockXOffset, pPlayArea.Y + outerBlockHeight, outerBlockHeight, blockThickness)));

            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + outerBlockXOffset, pPlayArea.Y + 3 * outerBlockHeight, blockThickness, outerBlockHeight)));
            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + outerBlockXOffset, pPlayArea.Y + 4 * outerBlockHeight - blockThickness, outerBlockHeight, blockThickness)));

            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + pPlayArea.Width - outerBlockXOffset - blockThickness, pPlayArea.Y + outerBlockHeight, blockThickness, outerBlockHeight)));
            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + pPlayArea.Width - outerBlockXOffset - outerBlockHeight, pPlayArea.Y + outerBlockHeight, outerBlockHeight, blockThickness)));


            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + pPlayArea.Width - outerBlockXOffset - blockThickness, pPlayArea.Y + 3 * outerBlockHeight, blockThickness, outerBlockHeight)));
            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + pPlayArea.Width - outerBlockXOffset - outerBlockHeight, pPlayArea.Y + 4 * outerBlockHeight - blockThickness, outerBlockHeight, blockThickness)));


            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + 3 * outerBlockXOffset - 2 * blockThickness, pPlayArea.Y + middleBlockHeight, blockThickness, middleBlockHeight)));
            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + pPlayArea.Width - 3 * outerBlockXOffset + blockThickness, pPlayArea.Y + middleBlockHeight, blockThickness, middleBlockHeight)));

            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + pPlayArea.Width - 3 * outerBlockXOffset + 2 * blockThickness, pPlayArea.Y + (pPlayArea.Height - blockThickness) / 2, outerBlockHeight, blockThickness)));
            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + 3 * outerBlockXOffset - outerBlockHeight - 2 * blockThickness, pPlayArea.Y + (pPlayArea.Height - blockThickness) / 2, outerBlockHeight, blockThickness)));

            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + (pPlayArea.Width - blockThickness) / 2, pPlayArea.Y, blockThickness, middleBlockHeight)));
            Walls.Add(new RectWall(Tankontroller.Instance().CM().Load <Texture2D>("block"),
                                   new Rectangle(pPlayArea.X + (pPlayArea.Width - blockThickness) / 2, pPlayArea.Y + pPlayArea.Height - middleBlockHeight, blockThickness, middleBlockHeight)));

            List <Vector2> tankPositions = new List <Vector2>();
            List <float>   tankRotations = new List <float>();

            if (DGS.Instance.GetInt("NUM_PLAYERS") == 2)
            {
                float   xPosition    = pPlayArea.X + outerBlockXOffset;
                float   yPosition    = pPlayArea.Y + pPlayArea.Height / 2;
                Vector2 tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add(0);

                xPosition    = pPlayArea.X + pPlayArea.Width - outerBlockXOffset;
                yPosition    = pPlayArea.Y + pPlayArea.Height / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)Math.PI);
            }
            else if (DGS.Instance.GetInt("NUM_PLAYERS") == 3)
            {
                float   xPosition    = pPlayArea.X + outerBlockXOffset;
                float   yPosition    = pPlayArea.Y + pPlayArea.Height / 2;
                Vector2 tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add(0);

                xPosition    = pPlayArea.X + pPlayArea.Width - outerBlockXOffset;
                yPosition    = pPlayArea.Y + pPlayArea.Height / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)Math.PI);

                xPosition    = pPlayArea.Width / 2 + 35;
                yPosition    = pPlayArea.Y + pPlayArea.Height / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)Math.PI / 2);
            }
            else if (DGS.Instance.GetInt("NUM_PLAYERS") == 4)
            {
                float   xPosition    = pPlayArea.X + outerBlockXOffset / 2;
                float   yPosition    = pPlayArea.Y + outerBlockXOffset / 2;
                Vector2 tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)(-Math.PI + Math.PI / 4));

                xPosition    = pPlayArea.X + pPlayArea.Width - outerBlockXOffset / 2;
                yPosition    = pPlayArea.Y + outerBlockXOffset / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)-Math.PI / 4);

                xPosition    = pPlayArea.X + outerBlockXOffset / 2;
                yPosition    = pPlayArea.Y + pPlayArea.Height - outerBlockXOffset / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)(Math.PI / 2 + Math.PI / 4));

                xPosition    = pPlayArea.X + pPlayArea.Width - outerBlockXOffset / 2;
                yPosition    = pPlayArea.Y + pPlayArea.Height - outerBlockXOffset / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)Math.PI / 4);
            }
            else if (DGS.Instance.GetInt("NUM_PLAYERS") == 5)
            {
                float   xPosition    = pPlayArea.X + pPlayArea.Width / 2 + 0 - outerBlockXOffset / 2;
                float   yPosition    = pPlayArea.Y + pPlayArea.Height / 2 - outerBlockXOffset / 2;
                Vector2 tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)(-Math.PI + Math.PI / 4));

                xPosition    = pPlayArea.X + pPlayArea.Width / 2 + 0 + outerBlockXOffset / 2;
                yPosition    = pPlayArea.Y + pPlayArea.Height / 2 - outerBlockXOffset / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)-Math.PI / 4);

                xPosition    = pPlayArea.X + pPlayArea.Width / 2 + 0 - outerBlockXOffset / 2;
                yPosition    = pPlayArea.Y + pPlayArea.Height / 2 + outerBlockXOffset / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)(Math.PI / 2 + Math.PI / 4));

                xPosition    = pPlayArea.X + pPlayArea.Width / 2 + 0 + outerBlockXOffset / 2;
                yPosition    = pPlayArea.Y + pPlayArea.Height / 2 + outerBlockXOffset / 2;
                tankPosition = new Vector2(xPosition, yPosition);
                tankPositions.Add(tankPosition);
                tankRotations.Add((float)Math.PI / 4);
            }

            float tankXPosition          = pPlayArea.X + outerBlockXOffset;
            float tankYPosition          = pPlayArea.Y + pPlayArea.Height / 2;
            float tankRotation           = 0;
            float tankScale              = (float)pPlayArea.Width / (50 * 40);
            float textureHeightOverWidth = (float)254 / (float)540;
            int   textureWidth           = game.GDM().GraphicsDevice.Viewport.Width / 4;
            int   textureHeight          = (int)(textureWidth * textureHeightOverWidth);

            m_Teams.Add(new Player(
                            DGS.Instance.GetColour("COLOUR_TANK1"), Tankontroller.Instance().Controller0(),
                            tankPositions[0].X, tankPositions[0].Y, tankRotations[0], tankScale,
                            game.CM().Load <Texture2D>("healthbar_winterjack_06"),
                            game.CM().Load <Texture2D>("healthbar_winterjack_05"),
                            game.CM().Load <Texture2D>("healthbar_winterjack_04"),
                            game.CM().Load <Texture2D>("healthbar_winterjack_03"),
                            game.CM().Load <Texture2D>("healthbar_winterjack_02"),
                            game.CM().Load <Texture2D>("healthbar_winterjack_01"),
                            new Rectangle(0, 0, textureWidth, textureHeight), true));

            tankXPosition = pPlayArea.X + pPlayArea.Width - outerBlockXOffset;
            tankRotation  = (float)Math.PI;

            m_Teams.Add(new Player(
                            DGS.Instance.GetColour("COLOUR_TANK2"), Tankontroller.Instance().Controller1(),
                            tankPositions[1].X, tankPositions[1].Y, tankRotations[1], tankScale,
                            game.CM().Load <Texture2D>("healthbar_engineer_06"),
                            game.CM().Load <Texture2D>("healthbar_engineer_05"),
                            game.CM().Load <Texture2D>("healthbar_engineer_04"),
                            game.CM().Load <Texture2D>("healthbar_engineer_03"),
                            game.CM().Load <Texture2D>("healthbar_engineer_02"),
                            game.CM().Load <Texture2D>("healthbar_engineer_01"),
                            new Rectangle(game.GDM().GraphicsDevice.Viewport.Width - textureWidth, 0, textureWidth, textureHeight), false));
            if (DGS.Instance.GetInt("NUM_PLAYERS") > 2)
            {
                tankRotation = (float)Math.PI;
                if (DGS.Instance.GetInt("NUM_PLAYERS") <= 3)
                {
                    tankXPosition = pPlayArea.Width / 2 + 35;
                    tankRotation  = (float)Math.PI / 2;
                }


                m_Teams.Add(new Player(
                                DGS.Instance.GetColour("COLOUR_TANK3"), Tankontroller.Instance().Controller2(),
                                tankPositions[2].X, tankPositions[2].Y, tankRotations[2], tankScale,
                                game.CM().Load <Texture2D>("healthbar_robo_06"),
                                game.CM().Load <Texture2D>("healthbar_robo_05"),
                                game.CM().Load <Texture2D>("healthbar_robo_04"),
                                game.CM().Load <Texture2D>("healthbar_robo_03"),
                                game.CM().Load <Texture2D>("healthbar_robo_02"),
                                game.CM().Load <Texture2D>("healthbar_robo_01"),
                                new Rectangle(0 + textureWidth, 0, textureWidth, textureHeight), true));

                tankXPosition = pPlayArea.X + outerBlockXOffset;
                tankRotation  = 0;
                if (DGS.Instance.GetInt("NUM_PLAYERS") > 3)
                {
                    tankYPosition = pPlayArea.Y + pPlayArea.Height / 2 + 50;

                    m_Teams.Add(new Player(
                                    DGS.Instance.GetColour("COLOUR_TANK4"), Tankontroller.Instance().Controller3(),
                                    tankPositions[3].X, tankPositions[3].Y, tankRotations[3], tankScale,
                                    game.CM().Load <Texture2D>("healthbar_yeti_06"),
                                    game.CM().Load <Texture2D>("healthbar_yeti_05"),
                                    game.CM().Load <Texture2D>("healthbar_yeti_04"),
                                    game.CM().Load <Texture2D>("healthbar_yeti_03"),
                                    game.CM().Load <Texture2D>("healthbar_yeti_02"),
                                    game.CM().Load <Texture2D>("healthbar_yeti_01"),
                                    new Rectangle(game.GDM().GraphicsDevice.Viewport.Width - textureWidth * 2, 0, textureWidth, textureHeight), false));
                }
            }


            m_World = new TheWorld(pPlayArea, Walls);
        }