//constructor /// <summary> /// The constructor for the player class /// </summary> /// <param name="sprite">The sprite of the player</param> /// <param name="position">The location and size of the player</param> /// <param name="projectileSprite">The sprite of the projectile</param> public Player(Texture2D sprite, Rectangle position, Texture2D projectileSprite, Hive hive, EnemyManager enemyManager) : base(sprite, position) { //arbitrarily assigned number health = 100; maxX = 0; maxY = 0; projectiles = new ProjectileManager(hive, enemyManager); this.projectileSprite = projectileSprite; this.hive = hive; score = 0; }
//constructors public ProjectileManager(Hive hive, EnemyManager enemyManager) { this.hive = hive; this.enemyManager = enemyManager; projectiles = new List <Projectile>(); }
/// <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); arial14 = Content.Load <SpriteFont>("File"); gill24 = Content.Load <SpriteFont>("Text"); actualGill24 = Content.Load <SpriteFont>("actualGill24"); betterTriangle = Content.Load <Texture2D>("betterTriangle"); square = Content.Load <Texture2D>("square"); circle = Content.Load <Texture2D>("circle1"); background = Content.Load <Texture2D>("Assets/Edited Background"); noRoll = Content.Load <Texture2D>("Assets/honeycomb"); roll = Content.Load <Texture2D>("Assets/honeydrip"); menuScreens = Content.Load <Texture2D>("Assets/Beehive"); instructions = Content.Load <Texture2D>("Assets/instructions"); logo = Content.Load <Texture2D>("Assets/Buzz Battle Logo"); bullet = Content.Load <Texture2D>("Assets/Bullet"); hive = Content.Load <Texture2D>("Assets/hive"); //Bee Textures beeW = Content.Load <Texture2D>("Assets/BeeW"); beeWD = Content.Load <Texture2D>("Assets/BeeWD"); beeD = Content.Load <Texture2D>("Assets/BeeD"); beeDS = Content.Load <Texture2D>("Assets/BeeDS"); beeS = Content.Load <Texture2D>("Assets/BeeS"); beeSA = Content.Load <Texture2D>("Assets/BeeSA"); beeA = Content.Load <Texture2D>("Assets/BeeA"); beeAW = Content.Load <Texture2D>("Assets/BeeAW"); //Beetle Textures beetleUp = Content.Load <Texture2D>("Assets/Beetle Up"); beetleRight = Content.Load <Texture2D>("Assets/Beetle Right"); beetleDown = Content.Load <Texture2D>("Assets/Beetle Down"); beetleLeft = Content.Load <Texture2D>("Assets/Beetle Left"); // TODO: use this.Content to load your game content here homeBase = new Hive(hive, new Rectangle(GraphicsDevice.Viewport.Width / 2 - 50, GraphicsDevice.Viewport.Height / 2 - 50, 100, 100), 100); enemyManager = new EnemyManager( circle, new Rectangle( homeBase.X, homeBase.Y, homeBase.Width, homeBase.Health), homeBase, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height ); enemyManager.SpawnLocationLeft = new Rectangle(0, GraphicsDevice.Viewport.Height / 2, 75, 75); enemyManager.SpawnLocationRight = new Rectangle(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height / 2, 75, 75); enemyManager.SpawnLocationTop = new Rectangle(GraphicsDevice.Viewport.Width / 2, 0, 75, 75); enemyManager.SpawnLocationBot = new Rectangle(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height, 75, 75); player = new Player(beeDS, new Rectangle(50, 50, 75, 75), bullet, homeBase, enemyManager); player.MaxX = GraphicsDevice.Viewport.Width; player.MaxY = GraphicsDevice.Viewport.Height; currentCD = 0; fsm = new FSMLogic(player, homeBase, enemyManager, roll, noRoll); }