Example #1
0
        /// <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
            gameObjects = new List <GameObject>();

            newObjects = new List <GameObject>();

            objectsToRemove = new List <GameObject>();

            Colliders = new List <Collider>();

            //Adds a GameObject to the game
            Director director = new Director(new PlayerBuilder());

            gameObjects.Add(director.Construct(Vector2.Zero));

            gameObjects.Add(EnemyPool.Create(new Vector2(400, 400), Content));

            //Platforms
            gameObjects.Add(ObjectPool.Create(new Vector2(0, 660), Content));



            gameObjects.Add(ObjectPool.Create(new Vector2(400, 660), Content));


            gameObjects.Add(ObjectPool.Create(new Vector2(800, 660), Content));

            gameObjects.Add(ObjectPool.Create(new Vector2(1200, 660), Content));



            base.Initialize();
        }
Example #2
0
        /// <summary>
        /// Remove This Later. ITs a Note
        /// </summary>

        private void SpawnEnemy()
        {
            if (Keyboard.GetState().IsKeyDown(Keys.M) && addEnemy)
            {
                newObjects.Add(EnemyPool.Create(new Vector2(rnd.Next(0, 1000 /*Window.ClientBounds.Width*/), rnd.Next(0, 600 /*Window.ClientBounds.Height*/)), Content));

                addEnemy = false;
            }
            if (Keyboard.GetState().IsKeyUp(Keys.M))
            {
                addEnemy = true;
            }



            if (Keyboard.GetState().IsKeyDown(Keys.N) && removeEnemy)
            {
                foreach (GameObject go in gameObjects)
                {
                    if (go.Tag == "Enemy")
                    {
                        objectsToRemove.Add(go);
                        break;
                    }
                }
                removeEnemy = false;
            }
            if (Keyboard.GetState().IsKeyUp(Keys.N))
            {
                removeEnemy = true;
            }

            UpdateLevel();
        }
Example #3
0
        public void UpdateLevel()
        {
            if (objectsToRemove.Count > 0)
            {
                foreach (GameObject go in objectsToRemove)
                {
                    gameObjects.Remove(go);
                    EnemyPool.ReleaseObject(go);
                }

                objectsToRemove.Clear();
            }
            if (newObjects.Count > 0)
            {
                gameObjects.AddRange(newObjects);
                newObjects.Clear();
            }
        }