public void Initialize(Vector2 initialPosition, int shootDirection, Texture2D texture, float Damage, ConnectionTest con) { speed = 25f; this.con = con; direction = shootDirection; // Console.WriteLine("new projectile"); Position = initialPosition; sprite = new Animation(); sprite.Initialize(texture, Position, 64, 64, 3, 30, Color.White, 1, true); this.Damage = Damage; Active = true; spawnDuration = TimeSpan.FromSeconds(.5f); lifeTime = new Stopwatch(); lifeTime.Start(); }
public override void Initialize(List<Texture2D> charactersTexture, GraphicsDevice graphicsDevice, ConnectionTest con, Enemy enemy, int playerChar) { character = new Character(); character.Initialize(charactersTexture, playerChar, graphicsDevice); Position = new Vector2(graphicsDevice.Viewport.TitleSafeArea.X + character.Width / 2, graphicsDevice.Viewport.TitleSafeArea.Y + character.Height / 2 + graphicsDevice.Viewport.TitleSafeArea.Height / 2); previousPosition = Position; Active = true; shootDirection = 0; Health = character.Health; //Init projectile projectileTexture = charactersTexture.ElementAt(0); projectiles = new List<Projectile>(); this.enemy = enemy; oldState = Keyboard.GetState(); base.Initialize(charactersTexture, graphicsDevice, con, enemy, playerChar); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here bgColor = new Color(0, 167, 254); //State of the game. GameState = STATE.InitialMenu; playerChar = 0; //Create the two players player = new Player(); enemy = new Enemy(); level = new Level(); //Create the menu initMenu = new InitialMenu(); charMenu = new CharacterSelection(); waitingMenu = new WaitingPlayersMenu(); //List for barriers; Helpers for spawning new barriers each .5 seconds barriers = new List<Barrier>(); previousBarrierSpawnTime = TimeSpan.Zero; barrierSpawnTime = TimeSpan.FromSeconds(.5f); //Barreir position bPo = new Vector2(8, 8); //Random number for the position of the new barriers (not using now) random = new Random(); //New camera object _camera = new Camera(GraphicsDevice.Viewport); //Create a connection with the server (actual: localhost) con = new ConnectionTest(); base.Initialize(); }
// Initialize for Enemy public virtual void Initialize(List<Texture2D> charactersTexture, GraphicsDevice graphicsDevice, ConnectionTest con, Player player, int playerChar) { this.graphicsDevice = graphicsDevice; this.con = con; }