/// <summary> /// Adds walls to the screen as the player turns /// </summary> /// <param name="direction"></param> private void AddWall(Directions direction) { Wall oldWall = currentWall; // Adds the current wall to the list of all previous walls and creates a new wall walls.Add(currentWall); currentWall = new Wall(); switch (direction) { case Directions.Up: currentWall.Initialize((int)player.Position.X - 10, (int)player.Position.Y - 7, wallTexture); oldWall.Turn((int)player.Position.X); break; case Directions.Down: currentWall.Initialize((int)player.Position.X - 10, (int)player.Position.Y - 10, wallTexture); oldWall.Turn((int)player.Position.X); break; case Directions.Left: currentWall.Initialize((int)player.Position.X + 10, (int)player.Position.Y - 7, wallTexture); oldWall.Turn((int)player.Position.Y); break; case Directions.Right: currentWall.Initialize((int)player.Position.X - 10, (int)player.Position.Y - 7, wallTexture); oldWall.Turn((int)player.Position.Y); break; } }
/// <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 settings = new Constants(); // Initialize player playerTextures = new List<Texture2D>(); player = new Player(); // Initialize walls walls = new List<Wall>(); currentWall = new Wall(); // Initialize collision detection collisions = new Collision(); base.Initialize(); }