Example #1
0
        /// <summary>
        /// News the explosion.
        /// </summary>
        /// <param name="Position">The position.</param>
        /// <param name="color">The color.</param>
        /// <returns></returns>
        public AnimatedGameObject NewExplosion(Vector2 Position, string color)
        {
            Animation[] Anim = new Animation[1];
            Anim[0] = new Animation(TexManager[color], 40);
            AnimatedGameObject AGO = new AnimatedGameObject(Anim, Position, new Vector2(2, 2));

            AGO.Animations[0].Begin();
            return(AGO);
        }
Example #2
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.
            TexManager  = new TextureManager(Content, GraphicsDevice);
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Background  = Content.Load <Texture2D>("Art\\light_sand_template");
            //testLevel = new GameLevel(background);
            this.Window.Position = new Point((graphics.PreferredBackBufferHeight - Background.Height) / 2, (this.graphics.PreferredBackBufferWidth - Background.Width) / 2);
            graphics.PreferredBackBufferHeight = Background.Height / 4 * 3;
            graphics.PreferredBackBufferWidth  = Background.Width / 4 * 3;
            graphics.ApplyChanges();
            Texture2D circle = Content.Load <Texture2D>("circle");

            Sphere                 = new AnimatedGameObject(circle, new Vector2(50, 50));
            DebugAnimation         = new Animation(TexManager["ExplosionOneRed"], 20);
            DebugAnimation.Looping = true;
            DebugAnimation.Begin();
            TexManager.requestTextureLoad("ExplosionThreeRed");
            TexManager.requestTextureLoad("ExplosionThreeBlue");
            TexManager.requestTextureLoad("BasicTower");
            TexManager.requestTextureLoad("BasicCreep");
            TexManager.requestTextureLoad("light_sand_template");
            TexManager.requestTextureLoad("BulletSprites");
            TexManager.BeginLoadTextures();
            //  Loader.WriteStandardizedTextures();
            while (TexManager.LoadingTextures == true)
            {
                ;
            }
            TexManager.SplitLaserTexture();
            // While we wait for everything to load - until I implement a proper loading screen
            // Just spin

            DebugCreep = new Creep(new Animation(TexManager["BasicCreep"], 1), new Vector2(100, 100), new Vector2(20f, 20f), 20);
            DebugCreep.RotationZero  = new Vector2(0, -1);
            DebugCreep2              = new Creep(DebugCreep.Animations[0], new Vector2(200, 100), new Vector2(50f, 50f), 20);
            DebugCreep2.RotationZero = new Vector2(0, -1);
            DebugTower            = new Tower(new Animation(TexManager["BasicTower"], 1), new Vector2(200, 400), 50, .1f);
            DebugTower.AttackType = Projectile.DebugProjectile;
            MainEntityManager.AddCreep(DebugCreep);
            MainEntityManager.AddTower(DebugTower);
            MainEntityManager.AddCreep(DebugCreep2);
            PlayerInputHandler.MouseMovement += MainEntityManager.GetMousePos;
        }
Example #3
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.
            TexManager = new TextureManager(Content, GraphicsDevice);
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Background = Content.Load<Texture2D>("Art\\light_sand_template");
            //testLevel = new GameLevel(background);
            this.Window.Position = new Point((graphics.PreferredBackBufferHeight - Background.Height) / 2, (this.graphics.PreferredBackBufferWidth - Background.Width) / 2);
            graphics.PreferredBackBufferHeight = Background.Height / 4 * 3;
            graphics.PreferredBackBufferWidth = Background.Width / 4 * 3;
            graphics.ApplyChanges();
            Texture2D circle = Content.Load<Texture2D>("circle");
            Sphere = new AnimatedGameObject(circle, new Vector2(50, 50));
            DebugAnimation = new Animation(TexManager["ExplosionOneRed"], 20);
            DebugAnimation.Looping = true;
            DebugAnimation.Begin();
            TexManager.requestTextureLoad("ExplosionThreeRed");
            TexManager.requestTextureLoad("ExplosionThreeBlue");
            TexManager.requestTextureLoad("BasicTower");
            TexManager.requestTextureLoad("BasicCreep");
            TexManager.requestTextureLoad("light_sand_template");
            TexManager.requestTextureLoad("BulletSprites");
            TexManager.BeginLoadTextures();
            //  Loader.WriteStandardizedTextures();
            while (TexManager.LoadingTextures == true)
                ;
            TexManager.SplitLaserTexture();
            // While we wait for everything to load - until I implement a proper loading screen
            // Just spin

            DebugCreep = new Creep(new Animation(TexManager["BasicCreep"], 1), new Vector2(100, 100), new Vector2(20f, 20f), 20);
            DebugCreep.RotationZero = new Vector2(0, -1);
            DebugCreep2 = new Creep(DebugCreep.Animations[0], new Vector2(200, 100), new Vector2(50f, 50f), 20);
            DebugCreep2.RotationZero = new Vector2(0, -1);
            DebugTower = new Tower(new Animation(TexManager["BasicTower"], 1), new Vector2(200, 400), 50, .1f);
            DebugTower.AttackType = Projectile.DebugProjectile;
            MainEntityManager.AddCreep(DebugCreep);
            MainEntityManager.AddTower(DebugTower);
            MainEntityManager.AddCreep(DebugCreep2);
            PlayerInputHandler.MouseMovement += MainEntityManager.GetMousePos;
        }
Example #4
0
 /// <summary>
 /// News the explosion.
 /// </summary>
 /// <param name="Position">The position.</param>
 /// <param name="color">The color.</param>
 /// <returns></returns>
 public AnimatedGameObject NewExplosion(Vector2 Position, string color)
 {
     Animation[] Anim = new Animation[1];
     Anim[0] = new Animation(TexManager[color], 40);
     AnimatedGameObject AGO = new AnimatedGameObject(Anim, Position, new Vector2(2, 2));
     AGO.Animations[0].Begin();
     return AGO;
 }